Professional Documents
Culture Documents
PREFACE
Confucius
Note: Some of the content found within this book may be duplicated in the full
purchasable versions of deadEarth books or supplements. Where duplicate or similar
content exists, always go with the examples and rules of the purchased version as it has
been rigorously tested and scrutinized. The information contained herein can sometimes
contain significant errors as this document is always a work in progress.
Credits
creator...
JT Smith
writers...
Chris Hagness
Michael Helfman
JT Smith
Notice of copyright
Game Masters Handbook is 1999-2000 Anarchy inK Corporation. All rights reserved.
Anarchy inK Corporation is the sole owner of deadEarth and all derivatives thereof. The game,
story and characters represented herein are its creative works and are protected under Federal
and international law. Any miscreants who take it upon themselves to break copyright laws will be
punished to fullest extent possible by said law.
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CHAPTER ONE
Getting Started
The best way to learn how to play deadEarth, believe it or not, is to play it--not read it. If you are
reading this, I will assume that you are the game master or GM. The game master controls
everything that exists in the world of deadEarth, except the player character(s); but I am getting
ahead of myself. First I should define the roles of each part of a roll playing game.
game master - A person who oversees a game. This person is responsible for creating a
scenario for the players to interact with, and oversee the rules of the game. This person also
controls non-player characters and directs the flow of the game.
player - All humans involved in the game. Even the game master is a player, though s/he has
additional/different responsibilities.
player character (PC) - The character that each player creates and controls.
non-player character (NPC) - The characters that the game master creates and controls.
environment - The world in which all the characters interact and live. The environment is
generally created by the writer of the game, and more specifically defined by the game master.
scenario - A single mission, task, or goal that a group of players is given by the game master. In
other words, the premise of the story that all the characters will create through game play.
campaign - A group of common scenarios and characters.
The first step a game master needs to take is to become familiar with the world which s/he will be
overseeing. You will need to read the Players Handbook for this, but the players really will not.
You should also take a look at all of the supplements that are available, including the ClanSpeak
message board on the dE site (www.deadearth.com).
Step two is to create an environment for your players to play in. Just like any good story, your
environment will need a good plot. An easy one to start out with is the sample scenario (detailed
later). Figure out what part of the world the player characters will start in, what knowledge they
will start with, and what they will be doing as you start. Next you need to determine something for
them to do. Maybe it will be to rescue someone, or to get to know the town they are in, or to join
up with the local military and go on a couple of missions that way. You will also need to create a
couple of non-player characters to flesh out your environment/scenario.
Step three is to run the scenario with your players. Start out by having them create their
characters, then get them some equipment (if you want), then start them in the scenario. It is best
if you don't tell them anything about what you have planned. That way they don't have time to
come up with a counter plan. They will have to think on their feet and the whole gaming
experience becomes more interesting.
Take a look at the following sample starter scenario. Feel free to use it just to get the feel of how
the system works. If you have questions, post them in the ClanSpeak message boards on the dE
site. You will get a response quite quickly.
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CHAPTER TWO
Renown
If you are reading this you are probably thinking, "What is this renown thing all about?"
Well, I wanted deadEarth to be a little different than other role-playing games. In most games all
you have to shoot for is to become the most whoopassinest character that you can become. In
Dungeons & Dragons your goal might be to become a 15th level elfish thief, while in Star Wars
you may want to be a master Jedi, and in Rifts you may endeavor to become a 20th level Mind
Melter. I asked the question, "Then what?" Nobody seemed to have an answer. So I thought, if
someone takes the time to put all that work into developing a character, why not make them a
part of the official game. Kind of a thanks for playing my game.
Renown is simply a measurement of the storyline of a character. How detailed of a history s/he
has. How much energy and effort one has put into their character. It also has some fringe benefits
here and there, after all, what good is the ultimate reward without a little incentive along the way.
Assigning Renown
Assigning renown can be quite tricky. "How much renown should I assign to a task?" "Does the
character receive the benefits of renown right away or over time?" "Over how much time?"
Renown should not be something that is easy to come by. If it were, then all the people in
deadEarth would be legends, hence there would be no legends. Killing another legend would
probably be the quickest way to become a legend. However, you should play legends as though
they are just short of immortal. Remember that legends are not only extremely good at what
made them a legend, but they also have a huge renown that you must factor in. Short of killing a
legend, legendary tasks should be assigned renown based on the magnitude of the task. For
instance, if the character is working for the Raiders and takes over a Power communications
bunker with three or four soldiers in it, that may be worth one renown, but only if it were important
in the greater scheme of things, and only if others knew about it. If the character single-handedly
(or as a leader) takes control of a capitol city such as Kansas City or New Frankfurt, they should
be rewarded with 15 to 25 renown, as it is a legendary accomplishment.
In the end though, you will have to make the ultimate decision as to how much renown a task
should be worth, and I will have to trust your decision. The best advice I can offer you are be a
little stingy with the assigning of renown. If you find that you have given out too little renown, you
can always let the character compensate by using his/her troubadour skill to bolster it.
Characters/Players will slowly become legends over time, just by rumors spreading about what
they have done. If a player wishes to make that happen a little more quickly for his/her character,
then s/he can certainly pay people to spread rumors for them, or spread the word themselves
using their troubadour skill.
Also remember that good and evil deeds alike can be sources of renown. You could easily gain
renown for taking from the rich and giving to the poor Robin hood style, or by being an axe
murderer who scowers the globe killing important political figures.
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CHAPTER THREE
Training
On occasion it becomes necessary to skip ahead in game time so that game play does not
become tedious. Sometimes players will want to move their character's training more quickly than
game play allows (especially if your group doesn't get together very often). For these reasons I
have adopted a number of training ideologies.
Time Skipping
Perhaps one of the clan members is healing for the next several weeks, or one of them got put in
jail for a number of months, or perhaps you're traveling a great distance and don't want to play it
out. Whatever the reason you want to skip ahead in time.
Usually players do not want to see their characters grow older without some benefit. To alleviate
their pain, allow them to train during time skips. Let them choose a focus group--a group of
related skills that will take them in a certain direction. All skill points they get during the time skip
must be put toward that focus group. (Cuz in reality you won't be training yourself computer
programming, pioneering, and weapon smithing all at the same time.) Give them 2D6 to 6D6 skill
points per week during the time skip. Generally hard physical training is the only thing that can
gain 6D6 in a single week. High-end technical skills will gain about 3D6 per week.
Don't let your players push you over and don't let them get away with anything ridiculous.
Technical skills will have to be taught or read about in books. Advanced technical skills must be
taught by a master. There is no way to learn everything you need to know about genetics
engineering without being taught.
To sum up...
Military Training
There are many factions in deadEarth and you don't need to travel far find one. A good way for a
character to gain experience is to sign on with a faction. You'll always get a rigorous physical
training and if it is a good faction, you will get specialized training as well. The following are
examples of training programs that the factions in deadEarth might offer:
basic (6D6 per week for 4
weeks)
weight training
brawling
wrestling
ws melee
ws blade
running
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stealth
pioneering
tracking
ws rifle
ws missile
spot trap
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acrobatics
swimming
climbing
pioneering
first aid
spot trap
tracking
pioneering
ws of choice
ws shield
boxing or martial
arts
senses
demolitions
prerequisites for
demolitions
ws of choice
ws of choice
brawling
search
investigate
forensics
intimidate
interrogate
command
reason
search
senses
streetwise
haggle
appraise
influence
reason
armor repair
all ws
intimidate
outright lie
command
influence
interrogate
intimidate
senses
ws of choice
reason
streetwise
navigation
pioneering
Background Training
Often, players will want their characters training in something that is unrelated to the current
gaming session. Allow them to train on a single skill in their spare time (if they have any). Allow
them a D6 or two per week for background training. It is a little like night school. It will take you
forever, but you will eventually learn it.
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CHAPTER FOUR
Skill Specialization
How to use skill specialization
In the skills section of the player handbook, it states that skill specialization is "a good way to
make your character unique and more defined." This is true. However, there is nothing that
cannot be accomplished with the basic skills that exist in deadEarth. Completing a task may
require rolling several skills; skills are not meant to be so specific as to only cover a single type of
task.
In game play, specialization may be used by the players to become more proficient at a specific
task in a shorter amount of time. This is great for the moment, but as soon as another task comes
along, that character is back to their base skill. In the long run, it will be of more benefit to raise
the general skill rather than accumulate a number of specializations.
Specializing in a skill has one primary benefit: your odds difficulty goes down by one level. In
some instances, this is meaningless. A specialization in any type of gambling has no value, since
you don't roll against odds. Any skill that requires rolling against another person's skill roll has no
value in specialization.
Not only can skill specializations be to the advantage of players, but GM's can make use of it
also. If a player wishes to do something that the GM thinks should be especially difficult, or take a
long period of time, the only way a GM can do this is to make the task improbable, or impossible,
to accomplish. This tends to discourage players from even attempting the task, since it would
take years of play to get a skill to 8D6 or higher.
Now with skill specialization, GMs need not fear creating impossible tasks. Players can opt to
specialize in skills that would aid them in accomplishing the task faster. For example, let's say
your player wishes to construct a .45 handgun. Certainly they could do this using just smithing,
weaponsmithing, etc. That's what those skills are for. But with a specialization in smithing: drop
forging, the player has a much better chance of casting the required parts in a shorter time. This
will increase the overall time of the construction, but the player will feel as if s/he is making some
progress.
Basically, the goal is to break down large projects into several sub-tasks, each of which will be so
difficult that the player will *want* to specialize in skills just to be able to do it. Other methods at
the GMs disposal are to emphasize the importance of math and engineering skills. How often
does a person start to construct a vehicle, for instance, without blueprints? What happens if those
blueprints are faulty?
And the most important point of all: resources. One of the major obstacles to doing anything in
deadEarth should be resources. Complex tasks require lots of time, lots of money, lots of things.
Time can be hard to find; money can be relatively worthless in some places; everything is
extremely scarce. How long will it take the player to find the flaw in his/her design? What do you
have to pay for manual labor? Where are they going to find pure sulfur and saltpeter?
All this is meant to encourage players to try improbable feats. If they succeed, they may have a
source of renown and income practically unsurpassed in deadEarth.
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Literacy: Lip Reading - Skill in reading lips. You must be in constant visual range of the
speaker, and the speaker must be speaking a language you understand.
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CHAPTER FIVE
01-20 Death
21-40 Roll on PMRA
41-60 Roll on main radiation table
61-80 Roll on PMRA
81-00 Nothing
Healer PMRA
(roll 3D6)
111 Catharsis. You may heal all hit points on your body by expending all your available skill
points, so long as they total more than 15. cost: special. range: self. effect: binary.
112 ER. You have a specialization in trauma medicine. Any wounds which require immediate
medical attention are considered to receive it, even if your skill roll fails. A person will not continue
to lose hit points due to the trauma so long as you are attending the person (other wounds or
radiations will cause hit point loss). cost: none. range: self. effect: binary.
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113 (490) Purge. You may release all of the toxins from your body at will. cost: 7 skill points.
range: self. effect: binary..
114 Elderly. You have a specialization in geriatrics which allows you to ease the burden of old
characters. An average roll of geriatrics will allow an older character to negate some of the effects
of aging for a short time. With your assistance, an elderly person may negate the effects on either
moves, resiliency, or strength (choose one) for one hour. During this time you can make no other
actions other than helping them. You could instead spend 10 skill points to negate the effect of
age on one attribute for one hour. Only one attribute for one character may be negated in this
way at a time. cost: 10 / hour. range: touch. effect: binary.
115 Healing hands. You may heal any single wound completely if you take D6 hit points of
damage to one hand (your choice). cost: none. range: self. effect: binary.
116 (005) Homebody. Gain an extra skill point every time you roll domestics. cost: none.
range: self. effect: cumulative.
121 (011) Crafty. Add a D6 to jury-rig. cost: none. range: self. effect: binary.
122 (028) Undaunted. You are not easily discouraged or intimidated. +D6 to resolve. cost:
none. range: self. effect: cumulative.
123 (030) Compassion. Gain an extra skill point every time you roll first aid, medic, or
medical doctor. cost: none. range: self. effect: cumulative.
124 Diagnostic sense. +D6 to medical doctor. cost: none. range: self. effect: cumulative.
125 (039) Hospitality. You can use your charisma to charm anyone into giving you a bed for
the night and some food, if they have any to spare. If you make an average charisma roll with this
intent, this effect is automatic. cost: none. range: self. effect: binary.
126 Voodoo. You are a mad whack voodoo ninja. Add the new skills "art" and "art
specialization: sculpture" to your character sheet at 4D6 and 2D6, respectively. The creation of a
voodoo doll requires an average sculpture roll. After the doll is successfully created, you can
spend 20 skill points to psychically bond the doll to any person you have ever touched, as long as
they are within your range. Once bonded, you can stick the doll with pins which will do the
damage and stun of a knife stab. Only the initial stab does damage; leaving pins in the doll does
nothing. Since the bonded person is not actually stabbed, only the sensation of pain occurs. The
damage and stun both go away within a round. Persistent sticking of the doll, however, could
incapacitate an individual for a while, but a person can never be killed with the voodoo doll.. You
cannot tear or otherwise mutilate the doll or the psychic bond is broken. cost: 20 skill points.
range: 20 miles. effect: binary.
127 Stroke. You immediately begin having a stroke, which will last for D6x10 minutes. Roll a
D6. 1) You are paralyzed from the neck down. 2) You are paralyzed on one side of your body (roll
to determine which side; includes arms and legs on that side). 3) 2D6 random skills are reduced
to 2D6. 4) D6 random skills are reduced to 2D6. 5) D6 random skills are reduced by a D6. 6)
You're lucky. cost: none. range: self. effect: temporary
132 (071) Gamma camera. You can see the radiation emitted by all objects, living or
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133 Curative. Your touch can heal, at a cost of 5 skill points per hit point. cost: 5 skill points
per hit point. range: touch. effect: binary.
134 (074) Radiation numbness. After any time you roll on the radiation table, for D6 days
immediately following various parts of your body experience a sensation of numbness. -D6
moves and -2D6 to senses during this time. cost: none. range: self. effect: binary.
135 Code red. You suffer a minor heart attack. An average first aid roll could cure you (remove
code red). Until that happens, however, you will permanently lose 1 hit point every minute. cost:
none. range: self. effect: temporary
136 (086) Lethal injection. The next time your skin is pierced, and your blood is exposed to
the atmosphere of deadEarth, you will develop a sickness which will remove one hit point at
random each day until you are dead. A prick as small as that from a needle could kill you. cost:
none. range: self. effect: binary.
143 Rescue. +D6 to first aid. cost: none. range: self. effect: cumulative.
142 (099) Prudence. You have the reason and insight to make good judgments and to hold
your ground in the face of discord. Add 3D6 to reason. You will never fail an influence roll
provided you are using it for the benefit of others and the good of all. Add (503) sense danger to
your list of radiation manipulations. You can naturally sense those who have evil tendencies (i.e.
they have radiation manipulations like the damned, murder is the game, etc.). cost: none. range:
self. effect: permanent
143 Truce. -4D6 to brawling, boxing, wrestling, martial arts, and any specializations of these.
cost: none. range: self. effect: binary.
144 Psychiatrist you have a specialization in psychiatric medicine. With 2D6 counseling
sessions, one per week, you can actually remove a single radiation from the list of another person
which causes some behavior or mental effect (GM discretion; certain diseases are never meant
to be cured, and others may take years). cost: none. range: hearing. effect: binary.
145 Pain relief. You may reduce the effects of pain in yourself or other people. If the effect of
the pain is a decrease in a D6 from a single skill roll, the effect can be negated for 1 skill point per
round (in combat) or 4 skill points per hour (not in combat). The cost is doubled to negate a -2D6
effect, etc. If the effect of the pain is a decrease in a D6 from all skill rolls, the effect can be
negated for 3 skill points per round (in combat) or 8 skill points per hour (not in combat). If the
effect is a decrease in an attribute, it can be negated for 1 skill point per attribute point per round
(in combat) or per hour (not in combat). Other effects (like sleepiness, etc.) usually cost 1 skill
point per round (in combat) or per hour (not in combat). This does not affect stun in any way.
cost: special. range: touch. effect: binary.
146 (120) Ossuary. It's time. Your time to die. You must find your burial grounds so that you
may rest in peace. (The Game Master will determine the location of the ossuary.) You will stop at
nothing and will travel great distances to get to the proper place. When you arrive, you will
sacrifice yourself. Sleep well. cost: none. range: self. effect: binary.
151 (135) Green thumb. You always were a mama's boy. Biology, herb lore, horticulture,
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152 Until my dying day. From now on, record the total number of hit points you have healed
on yourself, other people, or animals. When this number reaches 30, you die. cost: none. range:
self. effect: binary.
153 Positive prognosis. Whenever you heal at least one hit point, roll a D6. On a 6, you heal
an additional D6 hit points on that wound. cost: none. range: self. effect: binary.
154 (140) Bloody palm. You are completely unable to determine which end of any bladed
object is sharp. When you handle bladed objects you have a 50% chance of injuring yourself (D6
damage). cost: none. range: self. effect: binary.
155 Nightmares. You have constant nightmares which leave you weak and shaking in the
morning. -D6 to senses, intuition, memory, reason, and resolve due to lack of sleep. cost: none.
range: self. effect: binary.
156 (160) Lead magnet. Bullets seem to be attracted to you. -D6 to dodge when under fire.
cost: none. range: self. effect: cumulative.
161 Saving grace you may apply a +2D6 modifier to one skill roll per day from the following
skills: first aid, medic, medical doctor, herb lore, or pharmacology. cost: none. range: self. effect:
binary.
162 Faith healing. Your faith alone can be used to heal, almost. You may reduce a random
skill by D6 to heal D6 hit points on yourself or another at any time. cost: none. range: touch.
effect: binary.
163 Leap of faith. +2D6 to genetic engineering. If you roll genetic engineering and fail, the
result is multiplied by a D6 (i.e., roll D6 times on the table). cost: none. range: self. effect:
binary.
164 (171) Grep. Your brain has a unique ability to look for a needle in a hay stack. +2D6 to
search. cost: none. range: self. effect: cumulative.
165 Kudos. Add one to your renown for every level of charisma above 2D6. cost: none. range:
self. effect: binary.
166 (182) Meld. Any clothing, armor, and weapons you are carrying are now permanent
fixtures on your body. Add the armor rating and armor points to your hit points. Add the weight of
the equipment to your weight and adjust your modifiers accordingly. Any action you perform with
melded weapons takes one less move to carry out. cost: none. range: self. effect: cumulative.
211 (187) Isobiomorphic. Your character has a resistance to changes in his physical biology.
Any radiation which alters your character's height, weight, moves, strength, or resiliency has only
a 50% chance of having effect. There is a 50% chance that raising a skill will have any effect on
these attributes (spend the skill points and raise the skill accordingly, then roll for effect). If a
radiation will be the direct cause of death for your character, there is only a 50% chance that
death will actually occur (Game Master roll in private). Your character's body will reject any
surgical or cybernetic alterations, and there is a 50% chance that such a procedure will kill your
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212 (191) Pockets. Your skin reveals to you that it has pouches built in. In essence you have
natural pockets. Add five pounds to your maximum carrying weight. cost: none. range: self.
effect: cumulative.
213 (194) Cancerous growth. A cancerous growth is the source of all your radiation effects.
You may have it surgically removed with a 50% chance of death no matter how skilled your
doctor. If it is successfully removed, remove all of the radiations from your list and their effects.
cost: none. range: self. effect: permanent
214 (212) Pimp. You cannot resist the temptation to solicit your group's services to anyone in
need. cost: none. range: self. effect: binary.
215 (218) Telepathic bond. You can hold a dying comrade in stasis long enough to get
medical attention holding his/her hand the entire time. cost: two skill points per hour. range:
touch. effect: binary.
216 Armistice. -4D6 to all WS skills. cost: none. range: self. effect: binary.
221 Excise. You may remove one radiation of your choice from your list. cost: none. range:
self. effect: temporary
222 (231) Radioactive expulsion. You have the ability draw in background radiation,
concentrate it, and release it at will with a simple touch. Any living organism you touch with this
ability will roll on the radiation table. cost: 15 skill points. range: touch. effect: binary.
223 (233) Ashes to ashes. You are now spiritually linked to people you enter combat with. If
you kill them, you will also die. cost: none. range: self. effect: binary.
224 (234) Toxic freedom. Poisons and noxious gasses no longer have an effect on you.
cost: none. range: self. effect: binary.
225 (247) Motherly instincts. You must protect the other members of your party. You will
protect them to the point of babying them. You may even catch yourself saying things like, "If
you're going out, don't forget your jacket." cost: none. range: self. effect: binary.
226 (250) Affliction. Reduce the hit points on each part of your body by one, permanently.
cost: none. range: self. effect: cumulative.
231 (253) Stasis. You will no longer age. cost: none. range: self. effect: binary.
232 Beat insurmountable odds. You may remove beat insurmountable odds from your list
to reduce the difficulty of any single impossible roll to merely an average roll. cost: none. range:
self. effect: binary.
233 Sanctify. You have the ability to bless another person or yourself. Spend 10 skill points
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234 (266) Amplified pain. Take D6 extra stun every time you are hit in combat. cost: none.
range: self. effect: cumulative.
235 (277) Peaceful. All combat related skills are now natural inabilities. cost: none. range:
self. effect: binary.
236 (287) Odds. Once per gaming session call odds. You may roll up to five times in an effort
to make that one roll that has to count. cost: none. range: self. effect: binary.
241 (289) Radiation toughness. You gain extra hit points equal to the number of radiation
manipulations in your list, and continue to gain hit points as you gain radiations. Likewise you lose
hit points as you lose radiations. The hit points you gain must be distributed as equally as
possible over your body. cost: none. range: self. effect: binary.
242 (291) Skin rash. Wearing anything more than loose clothing irritates your skin severely.
Subtract a D6 from all rolls while wearing anything more than light clothing (armor, backpack,
etc.). cost: none. range: self. effect: cumulative.
243 Sterilize. +D6 to first aid. cost: none. range: self. effect: binary.
244 (306) Narcoleptic. Everyone deals with intense situations differently, you happen to deal
with them by falling asleep. Roll a D6 every time you enter an intense situation. If you roll a one or
a six, you will fall asleep. cost: none. range: self. effect: binary.
245 (310) Misgivings. You're not sure this is a good idea. You always fall last in initiative.
cost: none. range: self. effect: binary.
246 (314) Holding on. If you die by damage or by radiation, you may spend one skill point per
minute to keep yourself alive, until you run out of skill points or remedy the situation. cost: none.
range: self. effect: binary.
251 Sustenance. You are capable of providing sustenance and relieving hunger and the
effects of malnutrition. If this power is used, it will provide the equivalent of one ration to a single
person or animal. cost: 2 skill points. range: self. effect: binary.
252 Medical school. +D6 to biology, medic, and medical doctor. cost: none. range: self.
effect: cumulative
253 Witch doctor. You have specializations in herbal medicine and spiritual healing. You can
concoct herbal remedies for any illness reduced by one level of difficulty. You can also roll your
special afflictions skill to heal people of certain diseases which may be considered curses
(consult your GM). For example, curing a character of lycanthropy or theriomorphism requires
making a difficult roll a total of 2D6 times, once per day, with no more than 2 consecutive days of
failure. At least an hour each day must be spent in some sort of bizarre ritual. If successful, the
radiation is removed from the list of the character. cost: none. range: touch. effect: binary.
254 (334) Empathy. You cannot help but feel the pain of others. If you're aware of any person
near you who is suffering or is injured, subtract a D6 from all rolls. cost: none. range: self. effect:
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255 (338) Desperation. You may sacrifice one hit point from any place on your body to add
two points to your resiliency. This effect will not permanently remove the hit points from your
body. In effect, you will be injuring yourself to save yourself. cost: 1 hit point per 2 resiliency.
range: self. effect: binary.
256 (343) Dust to dust. The next time you kill any living thing, whether on purpose or
accidentally, you will kill yourself in a fit of anger. cost: none. range: self. effect: binary.
261 Impart resiliency. You can heal any single wound completely by permanently reducing
your resiliency by one. You can heal any single wound by D6 hit points by reducing your
resiliency by the same amount for D6 days. cost: special. range: touch. effect: binary.
262 Hanging on by a thread. You can psychically bond with an injured or dying person by
spending 10 skill points. After you have bonded, they draw strength from you. Any loss of hit
points due to trauma or lack of medical attention will instead come off your torso. Any additional
wounds they might receive affect both of you as if you were wounded. Wounds you receive do
not affect the person you are bonded with. cost: 10. range: touch. effect: binary.
263 (360) Outnumbered. You will surrender whenever involved in combat where your
opponents outnumber your allies. You can make no offensive actions when outnumbered. cost:
none. range: self. effect: binary.
264 (365) Mixed blessings. Remove all radiations from your list but keep their effects. In
effect, all of the radiations you have received to this point are now permanent. cost: none. range:
self. effect: temporary
265 (377) Life transfer. Give a hit point to a friend to save his/her life. cost: none. range:
touch. effect: binary.
266 (381) Radiation regeneration. You do not heal hit points by normal means. You only
heal when brought in contact with extreme radiation (which also gives you the chance to roll on
this table, what a coincidence). You can heal by other special abilities. cost: none. range: self.
effect: binary.
311 (392) Cellular decay. The cells in your body have been badly affected by the radiation of
deadEarth. Every week roll a D6. That many areas of your body will lose one hit point for the
week. Roll on the damage table to determine which areas are affected. You must eat twice your
normal rations in order to keep your energy up to fight infection. cost: none. range: self. effect:
cumulative.
312 Glory. Add one to your renown for each even level (4D6 or above) of first aid, medic,
medical doctor, or genetic engineering. cost: none. range: self. effect: binary.
313 Proctologist. Your fetish with others' behinds is obvious. Others will always be tempted to
call you the butt buster, the assmaster, or some other nickname. cost: none. range: self. effect:
binary.
314 (441) Halogen. You have the ability to project a variably bright light from your eyes. cost:
1 skill point per hour. range: 1000 feet. effect: binary.
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315 Contagious infection. Any disease you cure in another person will plague you. It will
appear after D6 days and add itself to your radiation list or whatever is appropriate. cost: none.
range: self. effect: binary.
316 Natural balance. For each skill which has any modifiers, positive or negative, apply the
opposite modifier to a randomly chosen skill. cost: none. range: self. effect: binary.
321 (453) Animal speech. You are able to talk to animals as you would a human. cost:
none. range: self. effect: binary.
322 Breath of life. Your breath is capable of healing minor injuries. By giving mouth-to-mouth
or just blowing on a wound, you can restore D6 to a person's resiliency. cost: 1 skill point. range:
self. effect: binary.
323 Sanitation. You can remove disease, bacteria, parasites, mold, etc. from food or water.
cost: 1 skill point per ration. range: touch. effect: binary.
324 Veterinarian. Any skills or radiations you have which may heal humans may also be used
to heal animals, so long as you can make an average beast lore roll. Heavily mutated animals
may require a difficult beast lore roll. cost: none. range: self. effect: binary.
325 Evangelism. You inspire faith in others which can allow them to heal themselves. The
injured person must first make a resolve roll. If they beat average, it will take a successful
charisma roll against average odds on your part to heal one hit point. This may be done for up to
D6 hit points per individual. If they do not beat average, it will take a difficult charisma roll for each
hit point. Only one hit point may be healed per day. cost: none. range: hearing. effect: binary.
326 (488) Valiant endeavor. The next time you risk your life while doing good for another
(and intending to do good, Game Master discretion), you may remove valiant endeavor from your
list of radiations to gain 5 renown. cost: none. range: self. effect: temporary
331 (492) Life from death. You may choose to resurrect yourself 24 hours after you die. You
will not do so without cost however. If you choose to resurrect yourself subtract two points from
your resiliency, strength, and moves. Subtract 2D6 from every skill above 4D6. cost: see above.
range: self. effect: binary.
332 Negative prognosis. Whenever you heal at least one hit point, roll a D6. On a 1, you do
an additional D6 hit points of damage. On a 2, you fail to heal any hit points on that attempt. cost:
none. range: self. effect: binary.
333 (512) Overconfidence. Once per day when rolling a skill, you may roll a D6. On a six,
you may reroll any dice less than four. On a one, all your dice are considered one's. cost: none.
range: self. effect: binary.
334 (523) Honor. You have the need to protect the helpless and cannot attack an unarmed
foe. cost: none. range: self. effect: binary.
335 Remedy. +D6 to medic. cost: none. range: self. effect: binary.
336 (527) Damage flow. Move hit points from one part of you body to another. cost: none.
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341 (544) Overdraft protection. You may go to -5 on any critical area and still live provided
you receive immediate medical attention. cost: none. range: self. effect: binary.
342 Avert death. You may be able save any other person or yourself from death. You may
spend 50 skill points to add 10D6 to any single first aid, medic, medical doctor, or genetic
engineering roll. This will allow you to sew pieces back together, remove a radiation, or whatever
is necessary to prevent the death of that individual. After this ability is used, remove avert death
from your list of radiations. cost: 50 skill points. range: touch. effect: temporary
343 (569) Lost hope. deadEarth has broken you. You have no desire to make your life
worthwhile. You will gain no skill points for performing skills. cost: none. range: self. effect:
binary.
344 Appendicitis. Your appendix is painfully inflamed. -2D6 to running and weight training, -D6
to all hand-to-hand skills for D6 weeks. Then remove appendicitis. cost: none. range: self.
effect: temporary
345 (582) Accelerated aging. You now age at twice the normal rate. cost: none. range:
self. effect: cumulative.
346 (593) Sympathy. Your expression of pain is so acute that even your enemies are sorry. If
you take damage, everyone near you must beat above an average resolve roll or subtract a D6
from all rolls while you are near and injured. cost: none. range: self. effect: cumulative.
351 Medicinal. With an average pharmacology roll, you can create a medicinal supplement
which will heal D6 hit points within D6 minutes. cost: none. range: self. effect: binary.
352 (622) Radiation aging. From now on, each radiation you gain effectively adds five years
to your age. cost: none. range: self. effect: binary.
353 Invigorate. Your touch can be invigorating. You can remove all stun a person has received
or fully regenerate a person's resiliency. Each has a cost of 3 skill points. cost: 3 skill points.
range: touch. effect: binary.
354 (660) Regrowth. Every time a radiation is removed from your list, roll on the radiation
table. cost: none. range: self. effect: cumulative.
355 (665) Venerable. Add 10 years to your age and apply the appropriate aging modifiers.
cost: none. range: self. effect: cumulative.
356 Hospice. People come to you when they want to die. You don't know why, but any
character who is going to die from wounds or radiation unconsciously moves as near as possible
to you physically. cost: none. range: self. effect: binary.
361 Dietary supplements. You have a specialization in dietetics which allows you to identify
plants and herbs and prepare them for consumption (usually average difficulty; depends on
geographical location). Anybody who eats your dietary supplements rolls a D6. On a 1, they get
sick and throw up for an hour. On a 2 or 3, they add 1 to their resiliency for the day. On a 4 or 5,
they add 1 to their moves for the day. On a 6, they add one to their strength for the day. cost:
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362 Resect. You may remove one radiation of your choice from your list. cost: none. range:
self. effect: temporary
363 (678) Aversion. You will avoid something of the Game Master's choice at all costs. cost:
none. range: self. effect: cumulative.
364 (696) Radiation weakness. Radiation reacts badly with your body. Subtract a hit point
from your body for each radiation manipulation in your list. You must subtract the hit points as
equally as possible from your body. For each new radiation that you add to your list, subtract an
additional hit point. Likewise add a hit point if you remove a radiation from your list. cost: none.
range: self. effect: binary.
365 (712) Chemical imbalance. Roll a D6 whenever you awaken. On a 1-2, you are
depressed and will refuse to participate in anything (except to combat for your life). All attempts to
influence or intimidate you into doing something are at -2D6. On a 3-4, you are normal. On a 5-6,
you are ecstatic and won't shut up. Anyone wishing to remain within hearing range of you for
more than 30 minutes must first beat an average resolve roll to summon the patience. cost:
none. range: self. effect: binary.
366 (735) Zero. Nothing. cost: none. range: self. effect: temporary
411 (750) Biorejection. Any non-biological materials in your body are expelled, including
anything melded, assimilated, or stone (from geomolecular transmutation, etc.). cost: none.
range: self. effect: binary.
412 (755) Justice. Help those who cannot help themselves. Gain one renown for each, less
fortunate, life you save. Lose one renown for each life you take, no matter what the
circumstances. cost: none. range: self. effect: permanent
413 (757) Rite of therapy. Medical doctor or genetic engineering rolls which attempt to
remove (not add) radiations from your list have a difficulty of x times two, where x is the number
of radiations on your list, or impossible, whichever is lower. cost: none. range: self. effect:
binary.
414 (762) Skin cancer. You develop advanced skin cancer on a random body part. Each
month, roll running against average odds to determine if the cancer has spread to an adjacent
body part. -D6 to running for each body part with skin cancer. cost: none. range: self. effect:
binary.
415 (764) Physical therapy. You may remove a radiation of your choice from your list per
odd skill level (above 2D6) of running (for example, 5D6 running = 0, 1, or 2 rads removed). cost:
none. range: self. effect: temporary
416 (765) Special procedures. Radiations may not be removed from your list by other
radiations (that effect is negated). However, an impossible medical doctor roll or an improbable
genetics engineering roll will remove a radiation from your list. cost: none. range: self. effect:
binary.
421 Spark of life. You are capable of generating an electrical potential between your hands.
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422 Vacillation. -5 from all initiative rolls. cost: none. range: self. effect: cumulative.
423 (802) Miraculous recovery. The instant you are about to die, you may remove
miraculous recovery from your list of radiations to prevent that death. If by radiation, remove the
radiation that would kill you. If by damage, add resiliency and hit points such that you do not die.
cost: none. range: self. effect: temporary
432 (867) Supplemental materials. All your prerequisites are now decreased by D6 (i.e.,
physics now requires math at 3D6 instead of 4D6). cost: none. range: self. effect: binary.
433 (883) Languid. You feel sluggish, slow, and weak. -3 moves, -1 strength. cost: none.
range: self. effect: cumulative.
434 Animal trainer. +D6 to beast lore, beast handling, and any rolls related to the caring of an
animal. cost: none. range: self. effect: binary.
435 Psychic surgery. You can heal yourself or others with your psychic abilities. You may
heal one hit point for every 7 skill points you spend, or one hit point for each hit point of damage
you inflict on your head or torso. cost: 7 skill points. range: sight. effect: binary.
436 (895) Security blanket. Everyone within 25 feet of you (including yourself) has +25
shielding while near you. cost: none. range: 25 feet. effect: cumulative.
441 (899) Residual effects. Whenever a radiation is to be removed from your list, roll a D6.
That radiation and its effects are removed after D6 weeks, and not before. cost: none. range:
self. effect: binary.
442 (902) Hope. As long as you maintain hope you shall never fail. You may double any of
your rolls twice per gaming session if it will help someone beside yourself. cost: none. range:
self. effect: permanent
443 (913) Festering wounds. All wounds you receive require medical attention. Lose one hit
point off the injured body part per hour until medical attention is received or all hit points on that
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444 Heal by strength. You can heal any single wound completely by permanently reducing
your strength by one. You can heal any single wound by D6 hit points by reducing your strength
by the same amount for D6 days. cost: special. range: touch. effect: binary.
445 Help is on the way. You know what to do, but you cannot seem to do it right. +3D6 to
first aid or medic for the purposes of determining what to do, and -3D6 to the same skills for
actually performing the actions. cost: none. range: self. effect: binary.
446 (931) Pustules. D6 random body parts develop oozing, pussy sores which are disgusting
to look at but otherwise harmless. cost: none. range: self. effect: cumulative.
454 (962) Apoptosis. Genetically programmed cell death. Subtract 1 hit point from a body
part of your choice each week. cost: none. range: self. effect: binary.
455 Genetic counselor. You have a specialization in genetic counseling. By beating difficult
odds with your genetic counseling skill and spending 10 skill points, you may remove any single
radiation mutation from a player character's PMRA. This may not be replaced by anything by the
GM, and must be rerolled if the player rolls that number on his/her PMRA. You may gain a +D6 to
genetic engineering rolls which attempt to remove, replace, or add radiations to a character's
PMRA (normally improbable). cost: 10 skill points. range: touch. effect: binary.
456 Hermaphrodite. You have a rare condition which gives you the genitalia of both woman
and man. cost: none. range: self. effect: binary.
461 (967) Umbilicus. You have a length of umbilical cord which is growing out of your navel.
It will grow about a foot per year. It is harmless, except if it is removed by surgery, radiation, or
otherwise. If removed, permanently subtract 2 hit points from your torso. The umbilicus will grow
back. cost: none. range: self. effect: binary.
462 (976) Triple Helix. Your DNA has increased in density to include memory, physical and
mental skills, as well as radiation traits. Any children you have will be exactly like you at birth (in
radiations, skill, and memory). cost: none. range: self. effect: binary.
463 (994) Leukemia. Subtract D6 resiliency now and another one every month. cost: none.
range: self. effect: binary.
464 (999) Rite of humanity. You may prevent rolling on the radiation table by spending 20
skill points each time you would have had to roll. cost: 20 skill points. range: self. effect: binary.
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466 Healing aura. You can heal yourself or others using a ghostly, glowing white cloud. This
cloud comes from your breath, after you expend 12 skill points. The cloud surrounds and clings to
the injured person, slowly dissipating over D6 hours. The cloud will heal 1 hit point per hour. Only
one cloud may be used at a time on a single person. cost: 12. range: person. effect: binary.
511 Healthy justice. You can heal yourself or another person by expending 5 skill points per
hit point healed. For each hit point healed, the person who inflicted the damage (if any) receives
one hit point of damage to the same body area. Both the person being healed and the person
who did the damage must have at one time been in contact with you for you to make the proper
psychic bond. cost: 5 skill points / hit point. range: touch. effect: binary.
512 Hypnotism. You can hypnotize an injured person and cause him/her to believe they are
not injured, thereby negating the pain while they are in the trance. This takes D6 minutes to
accomplish, and you must beat their resolve roll with your hypnotism skill roll. They will stay in the
trance indefinitely until you or someone else releases them or causes them 5 or more points of
stun. cost: 5 skill points. range: hearing. effect: binary.
513 Sense injury. You can sense the direction and distance to any injured person or animal
within your range. You can also sense the location and severity of any injuries, and know
intuitively the difficulty level of any attempt at healing. cost: none. range: 100 yards. effect:
binary.
514 Numbing touch. Your touch is freezing cold and will numb any body area within D6
rounds. Numb body areas and areas distil to it are unusable while numb, and feel no pain. There
is a 50% chance that you will numb a part of your own body while sleeping; roll for location. cost:
none. range: touch. effect: binary.
515 Sedative. One of your body fluids (GM chooses) is effective as a sedative. It will take D6
rounds to put a willing person or animal to sleep; unwilling subjects must beat an average resolve
roll to stay awake. cost: none. range: varies. effect: binary.
516 Pull punch. You can deliver any blow and do no damage and any amount of stun (up to
the maximum for that blow) you wish. cost: 2 skill points / blow. range: touch. effect: binary.
521 Macroscopic vision. You have one eye which serves as a magnifying glass. This gives
+D6 to any applicable search, medical doctor, or other skill rolls. It also completely screws up
your normal vision. Unless you wear an eye patch, -2D6 to all acrobatics, hand to hand combat,
search, senses, and other applicable skill rolls. cost: none. range: varies. effect: cumulative.
522 Reflection. You have the ability to look through someone else's eyes, provided you are in
contact. This will allow you to operate on yourself without penalty. cost: 10 skill points. range:
touch. effect: binary.
523 Spirit speak. You can speak with the spirit of a person who has been dead for less than
24 hours. Spirits will only tell you how and when they died, and who or what is to blame. Nobody
else will be able to see or hear the spirit. cost: none. range: hearing. effect: binary.
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524 Flinch. -5 from all initiative rolls. cost: none. range: self. effect: cumulative.
525 Shattering revelations. Your insight can reveal aspects of a person's personality which
will shock them if you tell them. If that person makes an average resolve roll, this has the effect of
a successful bemuse on that person. If that person does not make at least an average resolve
roll, this will do that person 4D6 stun. Talking will take 4 rounds. cost: 5 skill points. range:
hearing. effect: binary.
526 Borne of desperation. In times of extreme duress, you may either: 1. Add a D6 to all skill
rolls for 4 rounds. 2. Add 3 to any attribute for 4 rounds. 3. Automatically succeed at any attempt
to evade combat with any number of people. cost: 8 skill points. range: self. effect: binary.
531 Fight or flight. Upon entering any combat, you must choose to fight or flee. If you fight,
you must fight to the death. If you flee, you cannot make any combat actions except evasion.
cost: none. range: self. effect: binary.
532 Never-ending blink. The next time you blink, your eyes will never open again, because
you are dead. Even after you're dead, they're stuck shut. cost: none. range: self. effect: binary.
533 Delusional. Whenever your resiliency is reduced to zero, you become delusional. Your
delusions may take the form of hallucinations, blurry vision, extreme imbalance, etc. at the GM's
discretion. -2D6 to all skill rolls until your resiliency is returned to 1 or greater. cost: none. range:
self. effect: binary.
534 Play dead. You are able to slow your heart and your breathing and appear dead. Only a
difficult medic, average medical doctor, or improbable search roll will reveal you are still alive.
However, if you maintain this for more than 5 minutes, there is a cumulative 10% chance each
minute after that you actually will die. cost: none. range: self. effect: binary.
535 Paralysis. You can paralyze a single body part of any person or animal. While paralyzed,
the body part becomes useless, but maintains bodily functions. Body parts distil or proximal are
unaffected, though gross motion may be impeded. cost: 2 skill points / minute. range: touch.
effect: binary.
536 Unreasonable fear. All people you encounter will believe that any exposed infection or
disease you may have is deadly and contagious. Anyone who wishes to approach within 20 feet
of you must beat a difficult resolve roll. cost: none. range: self. effect: binary.
541 Lift curse. You may relieve another person of any known radiation mutation. Simply touch
them, spend 20 skill points, and remove both the cursed mutation and lift curse. cost: 20 skill
points. range: touch. effect: temporary
542 Mindsnap. You have the ability to cause a nervous breakdown, uncontrollable rage,
debilitating depression, or some other effect in a single person. This will only persist while you are
within range and spending skill points. Your subject will have -2D6 to all skills and -2 to all
attributes while under your influence. However, if your subject can make an improbable resolve
roll (roll once each round), you will suffer -2D6 to all skills and -2 to all attributes permanently.
cost: 4 skill points / round. range: 25 feet. effect: binary.
543 Simulacrum. Before the damage dice are rolled for any blow to anybody within your
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544 Fearlessness. You cannot feel the effects of fear. You can aid others in resisting the
effects of fear by spending 5 skill points per person in your range. This gives them +D6 to any
rolls required to resist fear. cost: 5 skill points / person. range: hearing. effect: binary.
545 Blessing. You have the ability to bless other people. Each skill point you spend in the
blessing goes into a reserve pool for that person. That person can then add 1 to any skill roll,
reducing their pool by 1, until their reserve pool is gone. cost: special. range: touch. effect:
binary.
546 Community prayer. You can lead other people in a community prayer session. All
members who wish to do so may attempt to beat average odds with a resolve roll. Any who
succeed may make an offering of as many skill points as they wish. Divide the total number of
skill points by the total number of people in the session. That number goes into a reserve pool for
each person in the session. Any person can then add 1 to any skill roll, reducing their pool by 1,
until their reserve pool is gone. cost: 20 skill points. range: hearing. effect: binary.
551 Polygraph. You can tell when anyone is lying. Whenever you hear a lie a buzzing in the
back of your head alerts you to it, like a lie detector. cost: none. range: hearing. effect: binary.
552 Speak with plants. You can miraculously communicate with plants. Plants will only tell
you of recent passers-by, weather, and basic life functions. They will tell time in terms of sun
cycles or growth cycles. cost: 3 skill points. range: hearing. effect: binary.
553 Comeback. You can restore your resiliency to full instantaneously by spending 15 skill
points. cost: 15 skill points. range: self. effect: binary.
554 Speedy recovery. You recover hit points and resiliency at twice your normal rate. cost:
none. range: self. effect: cumulative.
555 (303) Obsession. You are now obsessed with something of the Game Master's choice.
cost: none. range: self. effect: cumulative.
556 (017) Radiation Decay. Each time you roll on the radiation table, subtract a hit point
from a random part of your body. cost: none. range: self. effect: cumulative.
561 (022) Reprisal. You may add to your list of radiations any single radiation which has been
previously removed from your list, then remove reprisal from your list. If no radiations have been
removed, or you cannot remember, or you do not wish to use the effect, also remove reprisal
from your list. cost: none. range: self. effect: temporary
562 (031) Tenuous existence. Reduce your resiliency to zero, and take double stun from all
damage. cost: none. range: self. effect: binary.
563 (043) Radiation desensitivity. Radiation has little effect on your body. +2D6 shielding.
cost: none. range: self. effect: cumulative.
564 (004) Attenuation. Roll a D6 and apply the following conditions based on your roll: (1-3)
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565 (068) Rite of consecration. You can perform a ceremony (invent one) to temporarily
consecrate a piece of equipment. Whoever uses this piece of equipment receives +2D6 toward
any skills for which it is meant. (A consecrated rifle gains +2D6 to WS Rifle for the user.)
Consecrating any item permanently consumes 5 skill points for each day of consecration for each
item. (At the time of consecration, if you spend 50 skill points, the item is consecrated for 10
days.) cost: special. range: touch. effect: binary.
566 (069) Rite of baptism. You can perform a ceremony (invent one) to purify the body and
heal the soul. This ceremony will heal 2D6 hit points of choice on you or on another. The
ceremony must last about 10 minutes. cost: 2 skill points. range: touch. effect: binary.
611 (082) Lung cookies. Your lungs and airway are partially clogged with mucous, making
heavy breathing difficult. -D6 to running. cost: none. range: self. effect: cumulative.
612 (088) Animal instincts. Gain an extra skill point every time you roll beast handling, beast
lore, beast ride, or trapping. cost: none. range: self. effect: cumulative.
613 (089) Compulsive. Add (303) obsession to your list of radiations. Whenever the game
master chooses, s/he may change the object of your obsession to anything s/he wishes. cost:
none. range: self. effect: binary.
614 (117) Read preternatural. You have an ability that some would find very useful. You
can not only determine whether someone has been altered by radiation, but can also tell how.
You can determine exactly what radiations a player has and what effect they produce, even if the
person that has them, is not aware of their existence. cost: 10 skill points. range: touch. effect:
binary.
615 (127) Induce Sleep. Your opponent looks tired, tell him/her. Roll your resolve against
your opponents. If you succeed, your opponent will be out like a light for D6 hours. If you fail s/he
will be out for one round or 15 seconds (whichever is applicable). cost: 32 skill points. range:
verbal. effect: binary.
616 (128) Deflect. You will shrug off all of the damage coming to you (from one source). You
must deflect if you have enough skill points. If you do not have enough skill points to deflect all
damage, you will deflect none (zero cost). Damage comes off of your armor first, then your
deflect, resiliency, and hit points. In essence, your skill points become extra resiliency. cost: 1
skill point per point of damage. range: self. effect: binary.
621 (159) Choose wisely. Choose a radiation from this table and add it to your list of
radiations. cost: none. range: self. effect: permanent
622 (201) Normal. Any affect this table has had on you is now reversed. Remove all radiation
manipulations from your list as well as normal. cost: none. range: self. effect: temporary
623 (164) Neat freak. You suddenly feel compelled to maintain an immaculate environment,
as well as a picture perfect personal appearance. Everything around you must have complete
order or you will lose the ability to concentrate. -D6 moves, memory, and reason while in disorder.
cost: none. range: self. effect: binary.
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624 (172) Infravision. In addition to your normal vision you may now see in the infrared
spectrum. cost: none. range: sight. effect: binary.
625 (173) Damage displacement. Reduce every area of your body to one hit point and add
40 to your resiliency. Your resiliency now regenerates at 2D6 per hour. cost: none. range: self.
effect: binary.
626 (199) Eunuch. You are now genderless. You have no sexual preference or sexual
organs. The groin is no longer a double stun area. cost: none. range: self. effect: binary.
631 (206) Healing touch. You may heal a player character or non-player character with your
touch. cost: two skill points per hit point. range: touch. effect: binary.
632 (207) Intimidated. Roll a D6 when you enter combat. If you roll a one or a six you must
flee from combat. You may not take any offensive actions, even if you are cornered. cost: none.
range: self. effect: binary.
633 (211) Dream master. You have the ability to instill dreams into a sleeping victim or view
their natural dreams. cost: none. range: self. effect: binary.
634 (223) Homestead. Desires change with the wind and yours has changed forever. It's
time to settle down, find a spouse, and have some kids. Your adventuring days are over. cost:
none. range: self. effect: binary.
635 (232) Electrostatic battery. Your body maintains a static charge of around nine volts.
Enough to power a flashlight or a small radio. cost: none. range: self. effect: binary.
636 (250) Affliction. Reduce the hit points on each part of your body by one, permanently.
cost: none. range: self. effect: cumulative.
641 (252) Nocturnal. You are now naturally active during the night. You can function during
the day, but have a strong preference not to. Subtract a D6 to all rolls during the day. cost: none.
range: self. effect: cumulative.
642 (257) Deaf. You can no longer hear. You will automatically fail any hearing related senses
rolls. Halve your senses roll for initiative. cost: none. range: self. effect: binary.
643 (276) Cash in. Reduce each of your skills to its original level and keep track of the skill
points you had pumped into it. (A skill at 4D6 would be worth 30 skill points.) Redistribute all of
your skill points as if you were just starting your character. cost: none. range: self. effect: binary.
644 (293) Nature boy. You thrive in the great outdoors and find yourself uneasy in urban
areas and around people in general. Tracking, pioneering, fishing, navigation, beast lore, and
herb lore are all natural abilities. Streetwise, haggle, appraise, charisma, guile, influence, and all
drive skills are natural inabilities. cost: none. range: self. effect: binary.
645 (330) Truth sayer. Outright lie is now a natural inability. cost: none. range: self. effect:
binary.
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651 (358) Finagle master. Jury-rig is now a natural ability cost: none. range: self. effect:
binary.
652 (387) Bad posture. Subtract 3D6 pounds from your maximum carrying weight. cost:
none. range: self. effect: cumulative.
653 (411) Vaccination. Add 10 to your shielding. cost: none. range: self. effect: cumulative.
654 Defender of the weak. You can sense intuitively the strength modifier of others. If you
attack anyone with a strength less than your own, -2D6 to all combat and weapons skills and
reduce your resiliency to zero (not permanently). cost: none. range: self. effect: binary.
655 (478) Talented. Choose a skill to be a natural ability. cost: none. range: self. effect:
cumulative.
656 (491) Rewind. Once per day you may enter a sleep-like trance which may slow your
aging process. The trance lasts 4D6 hours, and the no effect will occur if the trance is broken
before this time is up. You may not break the trance yourself, however, if you are disturbed in any
way, the trance will be broken. If successful, one random skill is reduced to 2D6, and your age is
reduced by a number of years equal to the number of D6 removed from that skill. cost: special.
range: self. effect: binary.
661 (529) Pense. You can feel what the people around you are feeling, provided you can beat
their resolve roll with yours. cost: 1 skill point. range: 15 feet. effect: binary.
662 (535) Concussion. Every time you take a point of damage to the head, take an extra
point of damage (resiliency will protect, if you have any) and an extra D6 of stun. cost: none.
range: self. effect: cumulative.
663 Righteous avenger. You may or may not have earned it, but you have a reputation for
upholding the law, defending the weak and helpless, and bringing justice to those who deserve it.
Others will seek you out to do just these things, even before they approach the police. Add +3 to
your renown. If you are caught cheating, lying, or breaking any laws, subtract -6 from your
renown, and remove righteous avenger. cost: none. range: self. effect: binary.
664 (574) Natural weakness stun. Take an additional point of stun every time you are hit.
cost: none. range: self. effect: cumulative.
665 (595) Natural weakness. You will suffer and extra point of damage every time you are
hit in combat. cost: none. range: self. effect: cumulative.
666 (613) Excitable. You thrive on intense situations. Roll a D6 every time you enter an
intense situation. If you roll a one or a six, add a D6 to all rolls for 2D6 rounds. cost: none. range:
self. effect: binary.
Psychic PMRA
(roll percentiles)
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01 (045) Watery grave. The protein coating which protects cells from water is weak in your
body. Water will actually wash away cells, doing you damage. Body parts exposed to light rain,
puddles, lakes, or other standing water take D6 damage per hour of exposure (minimum of 1D6,
resiliency counts). Running water, fast-moving rivers, squirt guns, heavy rain, etc. will 1D6
damage per attack or per minute of exposure to any exposed body parts. Drinking water does not
do damage. cost: none. range: self. effect: binary.
02 (117) Read preternatural. You have an ability that some would find very useful. You can
not only determine whether someone has been altered by radiation, but can also tell how. You
can determine exactly what radiations a player has and what effect they produce, even if the
person that has them, is not aware of their existence. cost: 10 skill points . range: touch . effect:
binary.
03 (133) Sixth sense. Spot trap is now a natural ability. cost: none . range: self . effect:
binary.
04 (144) Heightened senses. Your five senses are more discrete than most. You can detect
things that others would miss. +1 to all rolls. You have automatic initiative. cost: none . range:
self . effect: cumulative.
05 Profiler. You can read the psychic essence left behind on inanimate objects by living beings.
You can tell who or what was last at a place or using an object, get a mental image of that person
or creature, and a feel for how long ago that was. cost: 6 skill points. range: touch. effect:
binary.
06 (192) Instill psychosis. You may literally drive someone to the brink of insanity. For the
period of affect, your victim will have no sense of morality and will act at -2D6 for all rolls. cost:
35 skill points per day (must spend all up front) . range: touch . effect: binary.
07 (211) Dream master. You have the ability to instill dreams into a sleeping victim or view
their natural dreams. cost: none . range: self . effect: binary.
08 (213) Pyrokinetics. You have the innate ability to command fire. You may ignite flammable
materials by spending two skill points. You may create a wall of flame 10 feet long and 10 feet
high at the cost of 12 skill points, and you may throw a ball of flame that does 2D6 damage for 17
skill points. cost: depends . range: 25 feet . effect: binary.
09 (218) Telepathic bond. You can hold a dying comrade in stasis long enough to get
medical attention holding his/her hand the entire time. cost: two skill points per hour . range:
touch . effect: binary.
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11 (222) Psi location. Your character may locate the direction and distance to any player that
s/he has ever been in physical contact with. cost: 2 skill points . range: see above . effect:
binary.
12 (224) Total recall. You have a perfect memory. Never make a memory roll again. cost:
none . range: self . effect: binary.
13 (241) Proximity. You have the ability to put up an invisible trip wire. You will know how
many people are within 100 feet of you, and you will know their exact location. You have
automatic initiative. cost: none . range: 100 feet . effect: binary.
14 (242) Psychic dodge. You will automatically dodge if you have seven or more skill points
(you have no choice). +2D6 to that dodge roll. cost: 7 skill points . range: self . effect: binary.
15 (271) Spirit guide. You have a little guy on your shoulder telling you what to do and where
to go. Lucky for you he knows what he is doing. If anything bad is going to happen to something
in your group, the Game Master will make sure it happens to you last. cost: none . range: self .
effect: binary.
16 (823) Naught. Nothing. cost: none. range: self. effect: temporary
17 (272) Anti empathy. Your character emits his/her feelings in waves of raw emotion that
everyone can feel. All players and non-player characters will know instantly if you are angry,
happy, sad, nervous, confident, etc. Knowing your feelings gives them +D6 to their reason roll to
determine your intentions, if they are doing such. cost: none . range: 20 feet . effect: binary.
18 (273) Psychic shield. You may bring up a circular force shield with a radius of 15 feet at
any angle and position within your range. The shield will absorb 40 points of damage and all stun.
It will last until its points are depleted or you move out of range. cost: 11 skill points . range: 100
feet . effect: binary.
19 (319) Insight. Gain natural abilities to D6 random skills. cost: none . range: self . effect:
permanent.
20 (342) Network. You character is an astute telepathic, using his/her mind to communicate
with others as efficiently as speech. This ability may be used D6 minutes at a time and you had to
have had contact with each person in the conversation within the last D6 days. Anybody resistant
to the thought intrusions may block them by beating easy (6) odds with their resolve, and you still
spend your skill points as if that person were in the conversation. cost: 5 skill points per person .
range: see above . effect: binary.
21 (382) Empathic absorption. Whomever does damage to you will receive half of the total
damage you receive. cost: none . range: self . effect: binary.
22 (403) Telekinesis. You may lift and move an object at a reasonable speed for 20 moves.
cost: 5 skill points per 10 pounds lifted . range: 60 feet . effect: binary.
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24 (414) R.E.M. phase. You need only sleep for 10 minutes every 24 hours. cost: none.
range: self. effect: binary.
25 (435) Color blind. Colors are no longer what they appear to be. You are seeing things as if
you had just eaten some kind of funky mushrooms. cost: none. range: sight. effect: binary.
26 (436) Verve paladin. Have you ever wished you could have done something to protect
someone, so they wouldn't have died? Now you can! As the keeper of death, Moloch, comes
from the netherworld to harvest the dead you may challenge him for the life of the individual that
is dying. In doing so you are entering a fight to the death. Fight to your last, for if you win, you and
your friend will come out unscathed.
You may use your weapons and armor, but if anyone interferes with your combat, their life will
also be on the line. Moloch is impervious to psionic (mind to mind) attacks, so don't try. He also
has distributed damage, which means you must deplete all of his hit points to defeat him, and he
cannot be knocked unconscious. Moloch has a strength of 8, 17 moves, and 60 hit points. He will
fight only hand to hand and has 6D6 to perform all skills.
Good luck mortal! You will need it. Oh, one more thing--each time you defeat Moloch (provided
you can do it even once) he will grow in strength and moves by 2 and in hit points by 10. cost:
none. range: self. effect: binary.
27 Circular thinking. -D6 to investigate, +D6 to bemuse. cost: none. range: self. effect:
binary.
28 (450) Memory purge. All skills are reduced by 2D6. cost: none. range: self. effect:
cumulative.
29 (460) Mental prowess. By focusing, you can outperform almost anyone, even if you have
no idea what you are doing. You may add 3D6 to one roll per day. In addition add a D6 to all
resolve and jury rig rolls. cost: none. range: self. effect: binary.
30 (470) Life bond. You will telekinetically bond with the next player character you come in
contact with. When that character dies, you will sacrifice yourself to give that person life once
again. The method of the sacrifice is up to you. cost: none. range: touch. effect: binary.
31 (491) Rewind. Once per day you may enter a sleep-like trance which may slow your aging
process. The trance lasts 4D6 hours, and the no effect will occur if the trance is broken before
this time is up. You may not break the trance yourself, however, if you are disturbed in any way,
the trance will be broken. If successful, one random skill is reduced to 2D6, and your age is
reduced by a number of years equal to the number of D6 removed from that skill. cost: special.
range: self. effect: binary.
32 (503) Sense danger. The game master will allow you automatic first initiative. Sense
danger does not tell you that danger is eminent until you are attacked and it does not give
direction or any other clues. cost: none. range: combat. effect: binary.
33 (534) Dormant. Roll again on this table. All of your rolls on this table will lay dormant for D6
weeks, after which, your radiation manipulation will emerge. cost: none. range: self. effect:
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34 (552) Read thought. You may read the thoughts of an individual that is around you. Roll
your resolve against theirs to see if you are successful. cost: 1 skill point . range: 15 feet .
effect: binary.
35 Nightmares. You have constant nightmares which leave you weak and shaking in the
morning. -D6 to senses, intuition, memory, reason, and resolve due to lack of sleep. cost: none.
range: self. effect: binary.
36 (577) Blind. You are permanently blind. You automatically fail any sight related roles. Halve
all halve your initiative rolls. cost: none. range: self. effect: binary.
37 Quality assurance. Record the radiations currently on your list, including quality
assurance. At any time, you may remove all radiations on your list which have been added since
quality assurance (replace your current list with the recorded list). cost: none. range: self. effect:
binary.
38 (579) Telepathy. You can subconsciously speak to anyone, anywhere; provided you know
that they exist. One catch though, they won't be able to talk back unless they also have the
ability. You must beat the target's resolve roll with your own in order for them to hear you. cost: 2
skill points . range: see above . effect: binary.
39 Modus operandi. +D6 to investigate and interrogate. cost: none. range: self. effect:
cumulative.
40 (619) Emotional adrenaline. Whatever you feel, is three or four times stronger than it
would normally be. If you are happy, you will go to great lengths to display it, if you are angry you
will do the same. cost: none. range: self. effect: binary.
41 (628) Psionic blast. Hit a target with an unseen force of 3D6 damage. cost: 12 skill points.
range: 30 feet. effect: binary.
42 (629) Psychic stronghold. Automatically block anyone trying to penetrate your mind with
a special ability. If you have a skill point this ability will protect you whether you want it to or not.
cost: 1 skill point. range: self. effect: binary.
43 (630) It bleeds. Anytime you are hit while in combat (even if your armor absorbs all the
damage) you will begin to bleed and take one damage to that part of your body. You may make
your opponent see more blood than there really is, thereby causing them x stun where x is the
number of skill points you put into it. cost: x skill points. range: sight. effect: binary.
44 (632) Hypnotic suggestion. You may implant an idea in a target's head for one hour,
provided you can beat their resolve roll with yours. You cannot make the target do anything that
they would not normally do, for instance, kill themselves. cost: 7 skill points . range: verbal .
effect: binary.
45 Implant. You can telepathically implant an idea in the mind of another person. That person
will believe the idea is their own. This can be especially useful in settling arguments before they
happen, etc. +D6 to influence, guile, and other applicable skills when this is used. cost: 3 skill
points. range: 10 feet. effect: binary.
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46 (646) Empathic transmission. You now have the ability to force an emotion on someone
else for a short period of time. cost: 12 skill points . range: 50 feet. effect: binary.
47 (657) Possession. Take control of a target's body. Do whatever you like with it for 2D6
rounds provided that you can beat their resolve roll with yours. The victim will be trapped inside of
a body that they can't control, however, they will be able to speak. cost: 40 skill points . range:
40 feet . effect: binary.
48 (658) Itch. Tell a target's subconscious that they are uncontrollably itchy and must scratch.
The target will lose D6 moves for the next D6 rounds while they are scratching, provided your
resolve roll is better than theirs. cost: 9 skill points. range: verbal. effect: binary.
49 (661) Staid. Your mind wanders toward the peace and tranquility of death. Roll your resolve
just before you wake. You must beat an average (15) odds to wake up otherwise your life will drift
to the serenity of death. cost: none. range: self. effect: binary.
50 (669) Proactive thoughts. You project your thoughts and emotions on everyone around
you. For this resolve you will not be able to mislead or lie to anyone. +2D6 and a natural ability to
bemuse. cost: none. range: 15 feet. effect: cumulative.
51 (676) Evolution. The following radiations are now skills for you to advance as you would
any other. These new skill no longer have any cost to you and you should roll them as individual
skills instead of rolling resolve. Your new skills are: (579) telepathy, (403) telekinesis, (632)
hypnotic suggestion, (679) subconscious weakness, and (629) psychic stronghold. cost: none.
range: self. effect: binary.
52 (679) Subconscious weakness. Of course your opponent has a weakness, they just
don't know it yet. So tell them. Choose a skill and roll your resolve against theirs. If you are
successful they will get a natural inability to the skill that you have chosen. cost: 15 skill points .
range: verbal . effect: binary.
53 (696) Radiation weakness. Radiation reacts badly with your body. Subtract a hit point
from your body for each radiation manipulation in your list. You must subtract the hit points as
equally as possible from your body. For each new radiation that you add to your list, subtract an
additional hit point. Likewise add a hit point if you remove a radiation from your list. cost: none.
range: self. effect: binary.
54 (704) Rite of possession. Once per day when you are in need, you may open your body
to a spirit for possession. A spirit will enter your body to carry out whatever it was you needed
help with. The spirit performs all applicable skills at 6D6, but has the limitations of your body and
its attributes, existing damage, etc. During your possession, the game master will completely
control your character. Spirits may not have the same ideas as you do about whom is your
enemy, or what the fair price is for a piece of equipment. cost: none. range: self. effect: binary.
55 (712) Chemical imbalance. Roll a D6 whenever you awaken. On a 1-2, you are
depressed and will refuse to participate in anything (except to combat for your life). All attempts to
influence or intimidate you into doing something are at -2D6. On a 3-4, you are normal. On a 5-6,
you are ecstatic and won't shut up. Anyone wishing to remain within hearing range of you for
more than 30 minutes must first beat an average resolve roll to summon the patience. cost:
none. range: self. effect: binary.
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59 (794) Fair warning. Before you can enter combat, your obsession compels you to shout
"S/he/it's coming right for us!" You cannot make offensive actions until this is shouted. If you
cannot shout, you cannot make offensive actions. cost: none. range: self. effect: binary.
60 (795) Trepidation. You cannot initiate combat. Subtract 10 from your initiative rolls. cost:
none. range: self. effect: cumulative.
61 (806) Acrophobia. You have a fear of heights. Whenever you are within 5 feet of a drop of
20 feet or greater, beat an average (4D6) resolve roll or be immobilized with fear. Roll once per
minute to overcome this fear. cost: none. range: self. effect: binary.
62 (810) Rite of corruption. You may spend 10 skill points to reduce the reason skill of a
person you are speaking with. For every level their reason skill is reduced, you may add a D6 to
your guile and outright lie skills. You may not reduce their skill to less than 2D6. The effects last
of this rite for one minute. cost: 10 skill points. range: self. effect: binary.
63 (820) Rite of destiny. You may enter a meditative trance to determine direction in your
life. When you do, roll 4D6. If you cannot spend that many skill points, you receive no vision. If
you can, then do so, and receive a vision concerning your future from the game master. Add
(245) quest to your list of radiations. cost: special. range: self. effect: binary.
64 Shock wave. Any stun you deliver with a blow from hand-to-hand or weapons to yourself or
to others may be radiated psychically. For 5 skill points, you can make the stun of a single blow
apply to everyone in your radius (including yourself), but you must deliver the blow yourself and
state your intentions before the blow is delivered. cost: 5 skill points. range: 15 feet. effect:
binary.
65 (825) Nix. This means nothing, also. cost: none. range: self. effect: temporary
66 (826) Perish. You have perished, and are dead. cost: none. range: self. effect: binary.
67 (834) Life insurance. If you die from any cause, you may immediately pay a premium of
D6x10 skill points to negate the cause of death (if by damage, the last single blow or amount of
damage; if by radiation, remove it from your list and negate its effects). Each time this is done,
your premium is increased: the second time costs 2D6x10, the third 3D6x10, and so on. If the
premium cannot be paid, you cannot use your life insurance. cost: none. range: self. effect:
binary.
68 (845) Mental durability. You may add one point of resiliency to yourself or one point to
the armor rating of any solid object for each 10 skill points you spend. You must concentrate for
D6 minutes to achieve this effect, which will also last D6 minutes. cost: 10 skill points. range: self
or touch. effect: binary.
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71 (885) Fetish. You are obsessed with a particular body part or piece of equipment. You will
ask to see and touch the object of your fetish several times per day, and of everyone you meet.
Roll a D6 each day. If you do not pursue your fetish at least that often that day, you will gain no
skill points for the next two days. You must role play each instance out. cost: none. range: self.
effect: binary.
72 (918) Amnesia. Memory is permanently 2D6. cost: none. range: self. effect: binary.
73 (930) Elevated consciousness. You may enter a meditative state to contemplate tough
decisions. When you enter the trance, roll a D6. You will meditate for that many hours, and may
add that number of dice to your reason roll to make the decision. If you are disturbed before the
trance is over, you have not come to a decision and receive no bonus. cost: none. range: self.
effect: binary.
74 (952) Rite of mind. By spending 5 skill points, you can temporarily use the powers of one
psionic ability from the following list: (579) telepathy, (403) telekinesis, (632) hypnotic suggestion,
(679) subconscious weakness, or (629) psychic stronghold. Additional skill points may have to be
spent for the psionic ability. cost: none. range: self. effect: binary.
75 Alone. You have a fear of being separated from the group. You will avoid being separated at
all costs. If all other members of the group die, you will have to beat a difficult resolve roll to keep
from committing suicide. cost: none. range: self. effect: binary.
76 Area alarm. You can become intimate with an area of up to 100 square feet by walking and
studying it for 10 minutes. Then you may set up a psychic alarm which will alert you to the
presence of animals or people within the area if you are also in it. This alarm will wake you out of
a dead sleep, and may be made specific to any people, a certain person, persons other than your
group, animals only, etc. The alarm cannot detect sources of danger, and will not alert you if you
are outside the area. The alarm will last D6 hours per 3 skill points spent. cost: 3 skill points / D6
hours. range: 100 square feet. effect: binary.
77 Charm person. You can pick up on the psychic wavelength of another person and use it to
charm them. By spending 5 skill points you may add another die to one skill roll from the following
skills: charisma, haggle, influence, or guile. You may spend skill points to add as many dice to a
single roll as you wish, but they must be spent before the roll is made. cost: 5 skill points / person
or animal. range: sight. effect: binary.
78 Charm animal. You can pick up on the psychic wavelength of an animal and use it to
charm them. By spending 5 skill points you may add another die to one skill roll from the following
skills: beast ride or beast handling. You may spend skill points to add as many dice to a single roll
as you wish, but they must be spent before the roll is made. cost: 5 skill points / person or
animal. range: sight. effect: binary.
79 Comprehension. You can intuitively understand what anyone is trying to say, even if you
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80 Fear. Your psychic presence can instill fear in others. Animals or people who are fearful of
you will have -D6 to all actions when dealing with you (haggle, weapon skills, etc.) and you will
automatically be above anyone who fears you in initiative. The fear has a duration of D6 rounds
(about a minute). cost: 8 skill points / person or animal. range: sight. effect: binary.
81 (860) Deterioration of the spirit. -D6 skill points each week (if no skill points are
available, apply a negative and subtract skill points as they are earned). cost: none. range: self.
effect: binary.
82 Mind bond. You may be able to bond with any other player character for a time. By
spending 5 skill points, you may use the skill level of one skill as if it were your own. For 10 skill
points, you may use the skill levels of all skills. For 10 skill points, you may instead use the effect
of one radiation mutation, if it is known to you. For 35 skill points, you may use the effects of all
radiation mutations that are known to you. The duration of these effects is one hour. The skill
points must first be spent, then you must beat an average resolve roll before you can successfully
bond with a character.
For 50 skill points, you may permanently add one radiation to your own list from those that are
known to you, or replace the skill level of one of your own skills with that of your bond-partner.
You must beat a difficult resolve roll to change permanently. cost: special. range: touch. effect:
binary.
83 Exorcism. You cannot be the target of (211) dream master, (218) telepathic bond, (342)
network, (470) life bond, (579) telepathy, (657) possession, or (679) subconscious weakness.
cost: none. range: none. effect: binary.
84 Quid pro quo. During combat, you may choose to activate quid pro quo. Once activated,
you become psychically bonded to your opponent. If you die, so does your opponent. However, if
your opponent dies, so do you. This bond will be maintained after combat (unless quid pro quo is
removed), and is effective forever. cost: none. range: self. effect: binary.
85 Indomitable. +2D6 to resolve. cost: none. range: self. effect: binary.
86 (266) Amplified pain. Take D6 extra stun every time you are hit in combat. cost: none.
range: self. effect: cumulative.
87 (282) Hot. Tell a target's subconscious that their flesh is burning off the bone. Provided you
can beat their resolve roll with yours, the target will scream out in pain and lose 4D6 moves. cost:
9 skill points. range: verbal. effect: binary.
88 (607) Cold. Tell a target's subconscious that they are freezing. The target will try to seek
warmth and will have -3 to all rolls for the next D6 rounds, provided that you can beat their
resolve roll with yours. cost: 6 skill points. range: verbal. effect: binary.
89 (302) Attention deficit. You can't concentrate on anything for more than 30 seconds.
There is a 30% chance that you will fail at any attempt to advance skills. If you fail you must still
spend the skill points. cost: none. range: self. effect: binary.
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91 Keen. +D6 to investigate and memory. cost: none. range: self. effect: binary.
92 Natural balance. For each skill which has any modifiers, positive or negative, apply the
opposite modifier to a randomly chosen skill. cost: none. range: self. effect: binary.
93 (456) Liable. You have a strong compulsion to protect and serve the last player you had
contact with. You must seek them out and may not leave their side until you have successfully
saved their life. cost: none. range: touch. effect: cumulative.
94 (127) Induce Sleep. Your opponent looks tired, tell him/her. Roll your resolve against your
opponents. If you succeed, your opponent will be out like a light for D6 hours. If you fail s/he will
be out for one round or 15 seconds (whichever is applicable). cost: 32 skill points. range: verbal.
effect: binary.
95 Regulation. Your advancement is well-regulated. You may not acquire more than 12 skill
points per week; you must record your points over the entire week and discard any more than 12.
You may not use skill points mid-week to raise skills, but you may use them to activate radiation
effects. If you receive fewer than 12 skill points in a week, add skill points to bring the total to 12.
cost: none. range: self. effect: binary.
96 Mass suggestion. You have the power to make people believe you. You may add 2D6 to
any single troubadour, charisma, or guile roll. cost: 1 skill point per person. range: hearing.
effect: binary.
97 Elemental sense. You can sense natural fluctuations in the world around you, including
the presence of fire (campfires or larger), air (rooms or larger), earth (thicknesses 2 feet or
greater), and water (streams, ponds, or larger). cost: none. range: variable, 20 to 1000 feet.
effect: binary.
98 Detect psionics. You can instantly sense the use of any psionic power on this table by any
person or animal within your range. If you do not spend skill points, you will only know that
someone within your range is using some psionic. If you spend skill points as soon as you feel
the power, you will know what power is being used, the target, and the effect. cost: 3 skill points.
range: sight or hearing. effect: binary.
99 Read aura. You can get a sense of a player or nonplayer character through your psychic
senses. You will know the general overall alignment, attitude, intentions, and feelings of that
character. This is not an "instantaneous" reading. Note that a character with a lot of rage may
emit an aura of rage even when being friendly, and vice versa. cost: 3 skill points. range: sight.
effect: binary.
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CHAPTER SIX
Mission
Hagi has assembled you to go after the rescue team and dispose of them. Then recover the
cargo and bring it back to him. To ensure that you are successful, he has made you aware that
he has a secondary team of snipers watching you. They will aid you if you are in need and kill you
if you betray him.
Reward
Should your mission be successful, each member of the team will be rewarded with a 1,000
$tandard credit at any of Hagi's trade depots, pubs, and casino's in New Frankfurt. Each member
of the team is also granted $500 in credit up front to equip themselves for the mission.
NPCs
The group may encounter many NPC's during this mission and ask them questions as to the
whereabouts of the original team. The following list are the NPCs which are integral to the
mission.
Hagi Christ
A legend. He is the "boss" in this particular mission. For more information about Hagi
check out his bio in Legends.
four snipers
Hagi will have four very talented snipers watching the group the entire mission. These
snipers formally worked for the Power and have all the training they need to stay hidden
and be able to cap a target at 1000 yards, through the brush, in a stiff breeze.
John Smith
One of the original rescue team members. He is dangerous with dueling handguns and
has a quiet arrogance about himself. He is also quite a tracker.
Trinity
The only driver in the group and also the only woman. She is an excellent driver, but has
a tendency to fall asleep at the wheel due to her Narcolepsy.
Mike Walker
Good with his hands as a construction worker and a jury rigger. He also has a number of
years training in the martial arts.
Suk Rugwad
His talents lie in the interpersonal, though he can also stand his own in a hand to hand
brawl. Suk is also very intelligent and reads whatever and whenever he can. Suk is also a
religious fanatic and has spoken many times of his church.
Shooter Wheaton
Has some mechanical skills, and is very good with a rifle. Shooter has been known to be
a bit predjudous against mutos.
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CHAPTER SEVEN
statistics
lives in southern
Africa
2 inches tall
weighs 0.1 lbs
2 inches long
Just be sure you dont get any of these snails on your skin. Youre
likely to suffer some serious acid burns (1 damage per minute to
that body part, resiliency does not count)
statistics
Angry Root
Oh what a devilish creature the broth of this world has released on
to us. I call it the angry root, because I cannot think of a name that
describes it more clearly.
Angry roots look like large oak trees with no leaves. They generally
sit in prairie land where there are little or no other trees and bushes.
Angry roots can uproot themselves and travel under ground, though
very slowly (1 move while traveling). They are plants that survive on
metallic minerals like iron, tin, and aluminum. They also feed on
alloys.
These giant tree-like creatures are fierce predators for a number of
reasons. They have perfect camouflage (they look like trees). Their
attacks are always a surprise (because nobody knows it is not a
tree), and they can rip through almost every kind of armor in just
one blow.
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lives in prairies
600 inches tall
weighs 3000 lbs
10 moves
40 hit points
10 resiliency
5/9 natural armor
1D6 to perform all
skills
4D6 senses
6D6 to attack
stab
8D6 damage, 4D6 stun, 10
moves
Copious Worm
Late last year some of the local farmers came to me with a
problem. Their plants would not grow due to too much radiation in
the soil. Though this area was not hit by the war directly, the fallout
rain had done its damage.
Early last week I made a quite wonderful discovery and a solution
to their problem. I was able to crossbreed a haliclona (oceanic
sponge) and an acanthocephalan (spiny headed worm). I then took
DNA samples from the crossbreed and re-encoded them to have
traits #737 (radiation absorption), #168 (terrian) and #186 (giant).
The finished product is a large digging worm that tills soil as it
passes through and converts radiation into nitrogen to fertilize the
soil. Copious worms are about 12 feet long, 3 feet in diameter and
look like a spiny hose. Being able to pass soil through their body
gave them a larger surface area, hence they could absorb more
radiation on a single pass. Like all other living things copious worm
bodies are attuned to certain harmonic frequencies, and can be
controlled by those frequencies sort of like the shock from an
electric fence.
lives in southern
Africa
36 inches tall
weighs 550 lbs
144 inches long
20 moves
70 hit points
25 resiliency
3/3 natural armor
5D6 senses
6D6 to attack
5D6 to defend
swallow
3D6 (to D6 body parts)
damage, 3D6 stun, 10
moves
bump
5D6 damage, 2D6 stun, 10
moves
Those farmers are going to be pleased with this work. It will save
them effort and fix their problems in one shot.
statistics
Crimson Terror
I took my bimonthly trip to Madagascar recently and found that the
topic of discussion at the local pubs was of great interest to my
work. Everyone was yammering about a predator, called the
crimson terror, that has killed a lot of animals and people in the
Americas. The crimson terror, as it is known by legend, is actually a
community of amoeba that live in air. The terror is a predator that
feeds primarily on biological organisms, though it can process nonbiological material.
Danbury Pauncher
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statistics
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lives in brushlands
of Africa and some
islands in the
Caribbean
60 inches tall
weighs 330 lbs
65 inches long
6 moves
35 hit points
18 resiliency
4D6 senses
6D6 to attack
4D6 to defend
claw slash
2D6 damage, 2D6 stun, 5
moves
energy strike
4D6 damage, 4D6 stun, 6
moves
gnaw
D6 damage, 4 stun, 4
moves
statistics
Moxen
Many of the traveling traders that go into New Frankfurt and Kansas
City use an animal called a moxen to carry their wares. Moxen are
large pack animals that are a genetically a horse, with a few
adaptations from an ox, along with radiation trait #186 (giant). The
animal is generally about the size of a small elephant and can carry
half its own body weight unencumbered, or three average sized
humans. They are alert (5D6 senses), quick (10 moves) even over
rough terrain, and have incredible endurance (7D6 running).
Of course, all this mass and speed uses much energy, according to
the basic laws of physics. They tend to eat huge amounts of grass
and grain products, and drink several gallons of water per day. I
would guess that if you wanted to use a mox to cross an area
where no food or water would be available for a week, you would
use its entire (maximum) carrying weight (unencumbered) for the
food and water alone, and you would stop to feed and water the
animal at least four times per day.
Moxen are easy animals to train and use (average odds for beast
handling or beast ride) which make them ideal for almost anyone.
statistics
Purple Turtle
Oh how I love intelligent species. If you ask me sometimes I believe
all the radiation in our environment does more good than harm.
Today my scouts brought back an extraordinary find. Simply
superb.
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statistics
Radiation Elemental
Radiation elementals are not a creation of the war of deadEarth.
Instead we all invented them long ago when we first started building
nuclear power plants, weapons, ships, and space vehicles. I
suspect that they are an aberration created by a large leak of
radioactive material combined with living humans and creatures.
Radiation elementals are quite common these days, as they have
plenty of food--radiation. I first encountered a radiation elemental
while doing a research project for the German government just
before the war. My next encounter with one was in Paris while on
my way to meet my old friend and mentor Gern Blythe. Though
incredibly toxic, they are harmless if you keep your distance and
dont threaten them. To my knowledge the only way to injure one is
to remove their food supply, therefore they are quite protective of it.
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lives in areas of
high radiation
concentration
12x inches tall
2x moves
xD6 to perform all
skills
xD6 senses
xD6 to attack
exposure
xD6 (affects an x foot
radius) damage, 0 stun, x
moves
Radleech
I have discovered a most interesting species just this morning. I
dont know much about it yet, but early tests indicate that this leech
is capable of infecting a hosts body with a type of RNA virus.
This virus is able to restructure a hosts DNA back to its original
condition. A single leech can remove up to three radiation traits
from a host in one sitting before it dies. If done over a long period of
time one leech can remove many more. (A leech can remove one
random radiation manipulation in 2D6 hours.)
Leeches have been used for centuries to cure disease and to
restore blood flow after surgical procedures. Now it appears that
they have adapted themselves to suit this new environment.
lives in freshwater
ponds and creeks
near high levels of
radiation
2 inches tall
weighs .25 lbs
9 inches long
1 moves
1 hit points
statistics
Radmite
A year or so ago I ran into an interesting little bugger that gave me
the itch to begin studying the phenomenon of radiation aberrations.
I nicknamed the creatures radmites, or radiation mites. Similar to
dust mites, or termites, these small insects have developed a
radiation trait which allows them to bypass the energy production of
metabolism, and to get their energy directly through ionizing
radiation inside their bodies. Since there is plenty of radiation on
deadEarth, these critters have lived and multiplied proliferatively.
They are generally harmless to humans, though occasionally one
might find a nest of radmites who have also taken on other radiation
traits. All radmites within a nest have exactly the same radiation
traits, since their life cycles are so short and intertwined. Actually,
radmites can be very useful if one knows how to identify them. The
mites will tend to live in local geographic areas with the highest
radiation level (range of about 10 miles). If one finds a radmite nest,
one may want to run, and not because of the mites!
lives in areas of
high radiation
0.1 inches tall
weighs 0.01 lbs
0.4 inches long
statistics
Radtick
The plentiful and resilient tick, in all its species and locales,
presents a very serious problem now.
In performing the autopsy on a severely mutated young boy, I
discovered a blood-engorged tick native to the long grasses of
Africa.
This tick carried a disease, similar in the way in which predeadEarth ticks carried Lyme disease, only much more dangerous.
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lives in everywhere
.01 inches tall
weighs .001 lbs
.03 inches long
6 moves
6 natural armor
statistics
Squalum
Very, very interesting indeed. I talked with a traveling man today
about a large type of salamander that hides out in damp, muddy
environments. The man said that this rather large salamander,
around one meter in length, has the ability to heal damaged flesh
and to destroy harmful viruses and bacteria that are found in the
human body. Apparently the squalum excrete a sticky residue from
their skin that contains these healing properties. After further
discussion with the man I found that the creature exhibits traits
#616 (immune) and #104 (supernova). Trait #616 would certainly
explain the creatures healing capabilities, but it does not explain its
ability to heal others. In the past trait #616 abilities seemed to be
limited to its host.
This topic will require further study. Perhaps I will need to send
someone out to find a live specimen. It shouldnt be too difficult as
the squalum do not fight, they only run.
lives in damp
environments
5 inches tall
weighs 30 lbs
36 inches long
12 moves
6 hit points
10 resiliency
2D6 to perform all
skills
4D6 senses
4D6 to defend
statistics
Stone Moss
Record of a lichen indigenous to the Philippines and other Pacific
islands has been documented by my assistants. It is called `stone
moss` by the local peoples.
This form of lichen apparently feeds on wood and natural fibers,
and excretes a dense composite of calcium and other hard
minerals. The locals have been using them to create tough armor
by fashioning armor pieces from wood and covering them with
these lichens. As the lichens digest the wood, they deposit even
harder materials, apparently as hard as some metals. The pieces
are then polished to remove rough edges. The lichens will also feed
on many of the human foods, so care must be taken to keep them
isolated.
lives in Pacific
islands and coastal
areas
1 hit points
statistics
Trogg
The trogg remind me of something I saw in a movie as a young
boy. They are just barely a human subspecies. Though they have a
capacity for thought and problem solving, it is highly insignificant
compared to what the human brain is capable of. Perhaps in a few
thousand years they will evolve into a species on the same level as
modern humans.
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40 hit points
10 resiliency
3D6 to perform all
skills
4D6 senses
5D6 to attack
3D6 to defend
blunt weapon
D6+4 damage, D6 stun, 4
moves
punch
4 damage, D6 stun, 3
moves
kick
5 damage, D6 stun, 3
moves
statistics
Tronx
Can you believe it? Well of course you cant, you are a silly
computer, besides I havent told you yet.
One of the villagers stopped by today after he returned from his trip
to Congo. He told me of a new type of parasite that was attacking
the locals up there. They call it Tronx.
It is a small crab-like creature that lays dormant for most of its life. It
can live dormant for up to a year without food. When a large
creature (like a dog or a human) happens by, it leaps on to their
back and implants a drop tube into their heart. It then releases
several (2D6) eggs in the victims heart! When it attaches itself it
releases some sort of chemical to stun its prey so it has enough
time to drop its eggs.
lives in mild
climates
6 inches tall
weighs 12 lbs
18 inches long
8 moves
8 hit points
8 resiliency
2 natural armor
6D6 senses
6D6 to attack
4D6 to defend
leap attack
2D6 damage, 6D6 stun, 6
moves
The eggs hatch within two weeks and kill the victim (if they havent
already while growing). They then proceed to eat the remains of
their host.
The difficult part about the parasite and the eggs is that if removed
by force, they will kill the victim. Only the skilled hand of a surgeon
can remove either without killing the patient (medical doctor roll
against difficult odds).
statistics
Veneer Treefolk
As a scientist who deals in genetics, I have seen a great many
disgusting things in my time, but nothing compared to what I saw
yesterday. One of the traders in town had acquired some pictures
from a traveler. These pictures detailed the gruesome remains of
two humans. They had been raked by veneer treefolk.
Many people believe that the treefolk have existed for thousands of
years. As their name implies, they can hide in amongst the trees
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lives in North
American and
European
woodlands
65 inches tall
weighs 170 lbs
9 moves
Actually the treefolk are mostly docile. They only attack when
threatened. In the past road builders and construction workers
where the prime targets. People destroying the natural habitat. It
seems that these two unfortunate souls found something else to
upset the treefolk.
47 hit points
6 resiliency
5D6 to perform all
skills
6D6 senses
4D6 to attack
5D6 to defend
rake
5D6 damage, 2D6 stun, 6
moves
statistics
Vim Dawg
How very exciting! I heard about a new creature today that lurks in
the woodlands in most parts of the world. The creature is called the
vim dawg.
Apparently it is a pure product of cross mutation. Its basic body
looks like that of an ordinary timber wolf, though more upright. It
has a very muscular body which enables it to bite through almost
any kind of flesh, bone and even wood! It can also jump six to eight
feet forward from a standing position. From the reports I have heard
it seems unaffected by damage while in combat (unaffected by
stun), which must make it a fierce combatant. The vim dog has very
distinct markings as well. It has small horns protruding from its
spine through its skin that run its length as well as massive tusks
that allow it to gorge its prey. It also has massive sharp claws, but it
doesnt seem to use them in combat. The part I find most
fascinating is its eyes. They are incredibly bright and usually orange
or red! This very rare in mammalian species.
bite
2D6+2 damage, D6 stun, 3
moves
Vim dawgs, unlike other dogs, do not usually hunt, travel, or live in
packs. This is because they must consume half their weight in flesh
and water every day to stay healthy. If such animals hunted in
packs they would surely starve.
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lives in woodlands
50 inches tall
weighs 170 lbs
75 inches long
14 moves
20 hit points
6 resiliency
6D6 senses
7D6 to attack
3D6 to defend
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tackle
2 damage, 4D6 stun, 7
moves
CHAPTER EIGHT
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Talismans
Stone of StiGame Masterata
Description: A small, shiny gray stone, about an inch in diameter and with negligible weight.
Radiation: 023 StiGame Masterata
Activation Period: 2D6 hours
Shielding: No effect
Effect: The users body is covered with obvious scars from radiation exposure. These are
considered a mark of shame, a sign of disease which is contemptible by others. -4 renown and
charisma cannot be greater than 3D6 (and is reduced to 3D6 if higher).
Concentration Seat
Description: A heavy metal-frame office chair, weighing about 20 pounds.
Radiation: 515 Total concentration
Activation Period: 2D6 days
Shielding: +10 (permanent)
Effect: If the user sits in the Concentration Seat and concentrates for the time required, s/he
will gain the ability to make all attacks automatic called shots, and does not cost extra moves.
Cognizance Block
Description: A heavy concrete block with rough edges, 2 feet cubed and weighing 200
pounds.
Radiation: 144 Heightened senses
Activation Period: 3D6 days
Shielding: No effect
Effect: The user's five senses become more discrete than most. S/he can detect things that
others would miss. +1 to all rolls and automatic initiative.
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Endurance Rod
Description: A rusty piece of truck axle, about 6 feet long and weighing 50 pounds.
Radiation: 221 Athletically inclined
Activation Period: D6 weeks
Shielding: -1 per month (permanent)
Effect: Carrying the Endurance Rod over the duration of the activation period will give +D6 to
weight training, running, and acrobatics of the user.
Stool of Purification
Description: An ornamental birdbath, about 3 feet tall, 2 feet in diameter, weighing 40 pounds.
Radiation: 406 Unconscious freedom
Activation Period: 4D6 days
Shielding: -15 (permanent)
Effect: The user cannot go unconscious.
Artifacts
Sling Stones of Slow Death
Description: D6 small, round stones which can be used for ammunition for slings, or thrown.
Radiation: 125 D.O.A.
Activation Period: D6 days
Shielding: -20 (temporary)
Effect: If a stone can be hurled, shot, or thrown hard enough to embed itself into a living target,
and if the stone is not surgically removed before the effect takes place, the target will get
radiation poisoning and die within a week.
Rock of Ages
Description: A large, heavy rock, at least two feet in diameter and at least 300 pounds.
Radiation: 253 Stasis
Activation Period: D6 months
Shielding: -1 per month (permanent) and -25 (temporary)
Effect: The user no longer ages while s/he is in contact with the Rock of Ages at least 12 hours
per day.
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Holy Symbol
Description: A hand-sized obscure religious symbol made of iron or steel, weighing 1 pound.
Radiation: 095 Inspiration
Activation Period: D6 hours
Shielding: -25 (temporary)
Effect: Once per day the user may seek inspiration by rolling a D6. On a one or a six, s/he may
add 2D6 to one roll.
Sign of Safety
Description: A street sign on its pole, about 6 feet long and weighing 25 pounds.
Radiation: 299 Swift bastion
Activation Period: D6 hours
Shielding: -15 (temporary)
Effect: Using the sign as a weapon or shield allows the user to be incredibly quick to respond
in defense of themselves. The user may spend two skill points total each round and take as
many defensive actions as they would like.
Fortune Box
Description: A drawer from a metal filing cabinet, about 1x1x3 feet, weighing 8 pounds. Can
be inserted into a sack with straps and used as a hard-sided backpack.
Radiation: 185 Sage
Activation Period: D6 hours
Shielding: -25 (temporary)
Effect: The user has the unique ability to perceive beyond their normal five senses, to see into
a situation and determine a better way to accomplish the task at hand. The user rolls two
distinguishable dice with each of their skill rolls from now on. If they match each other, s/he may
add them to their roll.
Table of Luck
Description: A medium-sized piece of a solid oak table, about 2 feet square and weighing 8
pounds. Can be used as a shield
Radiation: 315 Lucky
Activation Period: D6 hours
Shielding: -10 (temporary)
Effect: The user uses one distinguishable die in all rolls. If that die rolls a six, add it to the total
and roll it again. Add your next roll to the total also. This die may be rolled again and again, as
long as it rolls a six each time.
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CHAPTER NINE
Gambling
Gambling is a good way for characters to make a lot of money, fast. While using your gamble skill
to determine odds for betting on races, fights, and drinking contests is fun, it is not nearly as fun
as participating in a game yourself. For that reason here are a few games that players could
participate in while gambling.
Jacob's Ladder
1. Ante in.
2. Everyone rolls their gamble. The object is to beat the starting game level. If you succeed,
go on to the next step. If not, you're out.
3. Ante in again.
4. Add one to the game level.
5. Everyone still in rolls their gamble. Each player that beats the game level may continue
on. Everyone else is out.
6. Start at step three again and repeat until there is only one winner. If all remaining players
are disqualified at the same time, they split the pot.
Jidyne (jih-dIne)
1. Ante in.
2. The Game Master rolls a D6.
3. Everyone rolls their gamble. Do not add the dice together. Instead count the number of
dice that match the Game Master's roll. The player with the highest number of matches
wins the pot. If no one has a match, the pot remains for the next winner. If there is a tie,
continue to the next step.
4. Double previous ante and ante in. If a player cannot afford to double ante, s/he must
forfeit.
5. Everyone will then roll again as normal, but the Game Master's roll will remain the same.
The player with the highest number of matches wins the pot. If there is a tie or no one
gets any matches go to the next step.
6. Repeat from step four as necessary.
Two Ducks
1. Ante in.
2. Everyone rolls their gamble. Those who roll lower than the game level are out. Those
who roll higher than the game level are in and roll again until there is only one remaining
player. If everyone is disqualified at the same time, the pot remains for the next winner.
3. Replay until all players have quit or are broke.
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Choose an ante (1 to 200 $tandards). Games larger than $200 are usually reserved only
for big players and competitions.
1.
2.
3.
4.
Ante in.
Be sure that everyone can hide their rolls from the other players.
Everyone rolls 5D6.
Everyone may choose to fold or bid. Those who fold are out until the next hand. To bid a
player simply announces how many additional $tandards they are throwing into the pot
(basically announcing how good of hand or bluff they think they have). Each player must
match the highest bid in order to stay in the game, this is called a call. When it comes to
a given player, s/he may choose to raise the bid. The bidding may go around again until
everyone has either called or folded.
5. Bidding continues until all the remaining players have called, or until one bidder is left.
6. After everyone has bid, each remaining player may reroll as many dice as their gamble
skills allows. Therefore if a player has 5D6 gamble, they may reroll up to five dice. If a
player has 7D6 gamble, then s/he may reroll up to seven dice, thus rerolling a couple of
dice twice.
highest single number
7. At this point bidding resumes as it
two of a kind
did in step 4.
8. If all players except one have
three of a kind
folded, then the final player keeps
the pot and does not have to
full house (two of a kind and three of a kind)
disclose his hand.
9. The winner is determined by their
straight (1,2,3,4,5 or 2,3,4,5,6)
hand (dice rolls). Compare each
four of a kind
player's hand to Figure G1 on the
right. The scores are listed lowest to
five of a kind
highest.
10. If all players fold or if the remaining
Figure G1
players tie, then the hand is
declared a draw and the pot remains for the next winner.
11. Replay until all players have quit, or are broke. Note that it is bad form to leave a table
directly after winning a big pot. Doing so can get you killed.
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CHAPTER TEN
Material Rating
Aluminum
Kevlar
Plastic
Polymer
Steel
Stone
Titanium
Wood
Table 10
Pickup Truck
01-60 Frame 6/25
If the frame is destroyed the vehicle will fall apart.
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75-83 Engine
The engine (or something else in the drive train) is no longer functioning.
84-94 Cockpit
The cockpit takes a direct hit. There is a 90% chance that a passenger will suffer that damage.
270 miles
Acceleration 8 moves
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Handling
11 moves
Speed
65 moves
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CHAPTER ELEVEN
Wilderness Table
While you are wandering around in the wilderness of deadEarth, you may stumble upon any
number of things. Your Game Master will probably have specific plans for your adventures, but
there are always those lull times when you need to find something new to do; this table should
help fill in the gaps. Note that this table does not, and should not, represent everything that could
happen while you are traveling through the wilderness.
01-23 Uneventful. - Absolutely nothing of interest happens.
24-28 Trouble knows thy name. - Roll D6 times on the Wilderness Encounters Table.
29-45 Uneventful. - Absolutely nothing of interest happens.
46-50 The lesser of two evils. - Roll twice on the Wilderness Encounters Table and take the one
which is more beneficial to the group.
51-67 Uneventful. - Absolutely nothing of interest happens.
68-72 The greater of two evils. - Roll twice on the Wilderness Encounters Table and take the
one which is least beneficial to the group.
73-85 Uneventful. - Absolutely nothing of interest happens.
86-00 Encounter. - Roll once on the Wilderness Encounters Table.
Wilderness Encounters
01 Hungry animals attack. - 2D6 animals attack the adventurers looking for food. The Game
Master should choose a wild carnivorous species that fits the locale.
02 Unpredictable storm. - A storm crept up on the unsuspecting the adventures without
warning. There is a 30% chance that this storm is highly radioactive. The storm will last for 4D6
hours.
03 Deadly illness. - One of the party members has come down with a deadly illness. Unless a
medical doctor can treat this person (beat average difficulty) they will die in D6 days. There is
only a 50% chance that the physician will have the medicine necessary to treat the illness. A
pharmacologist would have to beat simple odds to create the medication once the herbs are
found to create it.
04 Good Samaritan. - The adventurers happen upon a hermit who is willing to provide them with
shelter for the night. The next morning s/he gives each adventurer two rations before they leave.
05 Short cut. - If one of the adventurers can beat difficult odds with their navigation, they will
notice a shortcut. This shortcut will cut 1/3 of the adventurer's travel time off of their trip.
06 Left behind. - One of the adventurers just noticed that they left a piece of equipment (chosen
randomly) back at the camp D6 days ago.
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CHAPTER TWELVE
Civilization Creation
Just as it is with everything in the circle of life, civilizations rise and fall. deadEarth is no
exception, villages, towns, and cities have sprung up all over to replace some of what was lost in
the war. There are only two cities now that would be considered a metropolis; they are New
Frankfurt (just under one million) and Kansas City (just over 800,000). More commonly you will
find a town or village with a couple hundred people.
Civilization is spread very thin. You my travel days, weeks, or even months without seeing
another human or any sign of civilization. But when you find it, you'll know it. The smell in the air,
the noise of manufacturing, and voices talking; these things will often give away a nearby village
or town.
The deadEarth city builder will generate settlements for your campaigns. It draws from a
database of over 34,000 city names to ensure that each of your settlements has a unique name.
It also draws from many fragments, or amenities that a settlement may have. And finally, it will
even tell you the population of the civilization you have encountered.
Rules
Perhaps you'd like to create your own cities, and don't like the format of the online generator. For
that very reason we've created the rules for city builder in the traditional format as well.
First you must determine if you are building a village, town, or city. You can choose this if you
already know what you want. Roll percentiles. 8% or less, you're building a city; 9% to 30% you're
building a town; above 30%, you're building a village. A village will have a population of 100 or
less; a town will have a population between 100 and a thousand, and a city will have more than
1000.
Population, nearest settlement, and city name will all have to be determined by you.
Finally, you need to roll on the Fragment Table for everything on the list. If a fragment has a
percentage higher than 10, then you'll roll multiple times for that fragment; each time subtracting
10 from the percentage until you are less than zero. This process is how you determine if a city
has multiples of the same fragment. Also note that a settlement should not have more than one
fragment per population of 25 citizens.
Note: The numbers below (i.e.: (10-15-30)) represent the percentages for village, town, and city
respectively. (village-town-city)
Fragment Table
This list is updated regularly. If you haven't printed it out in a while, you should come back to the
site and get a fresh copy.
Abandoned Houses (10-10-10). There are some abandoned houses nearby, due to the local
population there probably won't be any good salvage, but it might be a good place to sleep for the
night.
Abandoned Nuclear Power Plant (1-1-1). This area has a nuclear power plant. It has been shut
down for almost 10 years, but with a lot of work, and even more knowledge, it could be restored.
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CHAPTER THIRTEEN
Legends
First folklore, then myths, then Legends. Every culture has stories of people who seem larger
than life. So too does deadEarth. The following is a brief listing of some of the Legends in
deadEarth.
The Log
ALPHA ONE: Night Eyes, this is Alpha One, do you read?
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Kansas City
Kansas City is easily the second largest city in the world. It started as a trading town run by Jeb
Delany. For whatever reason the town was never raided, but it was irradiated. Jeb would pay
people who dared to enter and come out with the goods. This sort of trading made Jeb a wealthy
man, and quickly grew Kansas City back into a city.
After a while the Brotherhood began making raids on Jebs stockpiles. Jeb had a giant wall built
up around the new city. I suppose if you were able to look at Kansas City from above, it would
look sort of like an egg with a dark spot in the middle, the outer ring where everyone does
business and lives, and the inner ring, where brave souls adventure in trying to make some quick
$tandards. Eventually the Brotherhood drove Jeb out of Kansas City all together. That would
have been a sight to see. I can't imagine anyone forcing Jeb to do anything.
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These days Kansas City is a booming metropolis. It contains almost 800,000 people; one-third of
which are Brotherhood soldiers. Kansas City also plays host to the largest military force in the
world--the Raiders. The Brotherhood of Freedom is the founding faction of the Raiders.
The city is divided into sectors. The outlying sectors contain farmland and farmers markets. The
northern sector is where the Brotherhood hangs out, doing whatever the Brotherhood does. The
western sector is where all the fun is. Business is booming and entertainment is everywhere you
look in sector 2. In sector 2 of Kansas City you will find just about anything you are looking for:
work, trade, or entertainment.
Kansas City has almost as many business start-ups as New Frankfurt. There are opportunities
around every corner and at every vendor's shop. You will find retailers that sell tools, military
equipment, food, electronics, chemicals, and weapons and armor of all sorts. You will also find
many service providers with such skills as construction, protection, seduction, and acquisition.
Any one of these merchants is constantly looking for skilled labor. If you don't mind hard work you
can make a lot of money.
Hortic Brine runs the Brotherhood controlled trade depot in Kansas City. Unlike most of the
famous traders of deadEarth, he's not looking to sell you anything. Rather, he wants to buy or
trade for whatever you've got. He gives fair prices and trades in each negotiation. You may ask,
"What's his motive for buying up everything around?" Very simple; he trades for the Raiders,
hence gains all of their technology and equipment by trade.
Everyone has a vice. You know, a habit or addiction that you just can't seem to shake. Paragon
runs a bar in Kansas City called The Itch. He is a master of knowing what a person's vice is, and
supplying them with the scratch for their itch. It doesn't matter what your vice is, Paragon will find
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Taunteen (tawn-tEEn)
Don't underestimate the radiation of this world. Everywhere you go you hear about and see
disfigurement caused by the elements. In many places, you will be executed on sight just for
having a visible mutation. Other places you will be distrusted and shunned.
There is a clan in the Rocky Mountains around Old California that is wickedly mutated. Some say
that a government lab was hit by a nuke out there that caused such deformity. It is said that the
people of that clan blink from left to right instead of up and down, and their knees bend the wrong
way. I've also heard that they do not have to have sex to replicate themselves.
Legend has it that there is a beast that lives in those same mountains. Her name is Taunteen.
Not much is known about her. The locals say that she is 16 feet tall, but I hear different. A man I
know named James Adams, who also lives up there, said that Taunteen is more like seven or
eight feet tall. He also says that the rumors about Taunteen looking for human flesh is all a myth.
There are so many rumors that go on in those mountains that you never know which are true and
which are drunken fairy tales.
About the only thing I can tell you about Taunteen is that she is incredibly strong. If you walk
through the forests up there you can see where she has ripped through small trees while running.
Best to stay away, I think. Far away.
Other Legends
There are many other Legends in the world of dE. Some will eventually get stories on the site and
the others will be discussed in the dE Atlases which will be released in paperback over the next
few years.
The following is a list of a majority of the Legends that we are willing to talk about. The remaining
Legends will remain undisclosed until a later date.
Gern Blythe:
- oldest living human
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CHAPTER FOURTEEN
Medical Mutations
Diseases are caused by microorganisms that have survived on this planet for billions of years.
Radiation has affected the planet's ecosystem and its macroscopic inhabitants, so too have the
microscopic inhabitants been altered.
Medical Mutations is all about the aberrations of viruses, fungus, and bacteria of deadEarth. In
some cases the cure is more deadly than the disease.
"The miserable have no other medicine,
But only hope."
- William Shakespeare
Measure For Measure
Airborne Disease
The most feared airborne pathogen causes the dreaded plague. The signs and symptoms include
the formation of buboes (your lymph nodes swell up), which cause extreme pain, chills, severe
headache, exhaustion, vomiting, and diarrhea. All these give you a minus three to all rolls and
take effect D6 hours after contact. After that initial phase you receive an additional minus five to
all rolls after two days from contact. The next phase is paralysis of your body. You must roll a D6
to find out your fate. One through four: You suffer a stroke because you are unable to breathe.
Your rescuer must beat a difficult odds roll for you to survive. Also you now have a permanent
minus two to all rolls if you are successful, if not you become a permanent fixture of deadEarth.
Five: You slip into a coma for 10D6 days. After your ordeal you find that you have beat the
disease that has killed millions of people. Six: You survive with a permanent minus two to all
agility and strength rolls. There are no other treatments or alternatives.
The Ebola virus infects you when you breathe it in your lungs, just like a cold virus. The signs and
symptoms are severe fatigue, severe weight loss, and a severe fever. The effects cause a minus
one for all agility and strength rolls for first D6 days. The recipient believes that they have just
caught a cold, though in actuality the body's immune system is staying in check with the progress
of the disease. After that time has expired, the disease over-powers the body's defenses and
starts to liquefy your organs. The result is that you suffer progressive deteriorations that double
each phase. For instance, the second phase results in a minus two for all skill rolls for 2D6 hours.
Then the third phase would succeed to a minus four to all skill rolls for 4D6 hours after the second
phase concludes. After that the disease continues to degrade your body's ability to fight off the
infection by causing a minus eight to all skill rolls for 8D6 hours after the end of the third phase,
and then on to the fourth phase. The fifth and final phase gives rise to major internal
hemorrhaging and you literally bleed uncontrollably from every orifice, in addition your organs
explode from your inside to the outside from all the built up gases of the anaerobic life activity.
This activity causes you to suffer a minus sixteen to all rolls and you fall to your knees as your
internal structure explodes and covers the ground beneath you. The only way you can avoid this
fate is based on luck. The player picks a number from one to six. The Game Master rolls a D6. If
the called number is the result you recover in that stage with a permanent minus that correlates to
the phase you are in. This scenario should be used for each phase you enter. If you are
unsuccessful in a phase you proceed into the next phase until you die in the fifth phase.
The AIDS virus or Alpha One has been killed off for the most part but a hybrid has emerged. This
disease doesn't need to be sexually transmitted. It can be given to another person just like giving
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Bloodborne Disease
Now lets talk about the serious bloodborne diseases. The first one will be Hepatitis B. This is
obtained from tainted blood, infected people via sexual contact, saliva, and infected objects such
as syringes. The signs and symptoms include anorexia, abdominal discomfort, nausea, vomiting,
fever, and jaundice. There is a D6 day incubation period. After one week you receive a minus one
to all rolls. Then you receive a minus two to all rolls at the beginning of the third week. Third, after
two months from onset you receive a permanent minus five to all physical related rolls from the
severe lack of nutrients. There are no treatments at this stage. Treatment, though, can be
rendered if diagnosis is made before the second week. The doctor must beat an improbable odds
roll for treatment and diagnosis needs to be a difficult odds roll.
Hepatitis C is also an infection that affects you when you receive blood products, for example a
blood transfusion. The incubation period is 5D6 days. You will experience the same signs and
symptoms as stated above in the Hepatitis B section. The same conditions will apply too.
Another blood borne disease causes the dreaded leprosy. The signs and symptoms include
atrophy of certain body parts, high fever, nausea and severe fatigue. These conditions give you a
minus two for all rolls for two weeks. The symptoms get progressively worse causing an
additional minus three for all rolls for another week. Roll on the body chart on the back of your
character sheet. The body part you roll falls off. If you lose a critical part, you die. The treatment
can only be obtained by a doctor, which must beat two consecutive improbable odds roll for
treatment to be successful. The result is that the patient is bed ridden for an additional month if
successful. The correct diagnosis must be made prior to the final stage. It is made by beating a
difficult odds roll. If the latter results the Game Master will tell you what is the result.
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Ear Infections
If you don't clean your ears out periodically you allow bacteria the chance to accumulate in the
ear wax, called cerumen, which could bring about an ear infection. If an infection occurs you will
suffer migraine headaches for D6 days that cause a minus two to all skill rolls until treatment is
administered. This condition is not contagious. Diagnosis requires a medic to beat average odd.
Treatment can then be administered by the medic by beating easy odds.
Another condition you can acquire by not cleaning your ear wax out is caused by the
accumulation of the bacteria staphylococcus. This condition is called furunculosis and causes
boils to form in your eye canal. The ear canal becomes swollen or totally blocked by the boils,
which translates into a minus four to all skill rolls involving the use of hearing. The bug keeps
growing in the ear and will eventually (4D6 weeks) cause permanent deafness in the individual.
To stop the growth of the organism a doctor must correctly diagnose the problem, which requires
beating average odds. If successful treatment requires beating simple odds. This condition is not
contagious.
One condition that you could contract while swimming in water is external otitis, normally called
swimmer's ear. This condition is just an inflammation of the ear canal. Pain is generally moderate
(roll percentiles, 01-75), but can be severe (76-00). There may be a fever associated with this
condition too (roll percentiles, 01-70 means none and 71-00 means a fever is present). If you
contract this condition you receive a minus one, for moderate pain, a minus two, for severe pain,
for all rolls. If you have a headache you receive an additional minus one to all physical rolls. This
condition continues for D6 weeks with no means of treatment available.
Otomycosis is another disease that you can contract while being in water. This condition is a
fungus infection in and around the ear canal. This infection is characterized by an intense itching
not pain from the infection. The person receives a minus one to all hearing related rolls for D6
days until the infection is cleared by the natural movement of the ear's wax. This condition must
run its course.
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Environmental Effects
Because of the rampant air pollution of deadEarth everyone is susceptible to emphysema, which
is a chronic lung condition in which the microscopic sacs (alveoli) become overstretched,
destroying the elasticity of the fibers that open and close the air sacs during breathing. This
means that the person's lungs don't function as well. The more time you spend on deadEarth,
your chances for infection increase. Starting with a 25% chance when you are born, you will
receive an additional 5% for each five years of growth. On your "creation date" you will receive a
chance for infection based on your age. Then, on every 5th birthday you will roll an additional 5%
chance. If you become infected (you won't know), the Game Master will determine when in the
next year you will start to develop the disease. If you smoke, you will have an additional 10%
chance each year. The signs and symptoms include a shortness of breath, wheezing, coughing
with scant sputum, edema (swelling) of the leg extremities. These conditions mean that for the
first D6 weeks you have a minus three to all rolls. After the time elapses, you will receive another
minus 3D6 for all skill rolls from the rest of your life. If you get a minus ten or higher you must be
bedridden for the rest of you days. There is no treatment.
A type IV reaction is a delayed type of reaction and is based on touch as a mode of infection. It
takes 2D6 hours after exposure to develop. Everyone has a 10% chance of developing this type
of reaction to any substance on deadEarth. This includes types of clothing, plants, fur, etc. The
Game Master will determine the odds. After infection has been occurred you start to develop
itching, erythema, and raised lesions on the areas of the body you touched the containment.
These conditions mean that you have a minus two for all rolls because mainly of the severe
itching that you develop for the first D6 hours. Diagnosis and treatment of the problem requires an
average odds roll by any medical personnel at this point. If triumphant, you will recover fully
except that your odds for another type IV reaction does up by 20% when you encounter the
substance that caused you difficulty. If unsuccessful the itch becomes worse in an addition the
infected part starts to feel burning pain, which gives you a five to all skill rolls. This is the result for
D6 hours until the last phase. Diagnosis and treatment is successful with a doctor beating difficult
odds. If successful you recover fully with same condition above but instead of the 20% you have
a 40%. The last phase means that the infection has penetrated into your bone and you have a
50% chance of sepsis in the bone, which means death in deadEarth. If you don't die, you have a
permanent minus four to all rolls. The last phase doesn't require a diagnosis or treatment odds
roll.
By the time a player character is 20 years of age bunions could be in their future. Because of all
the walking one must do, foot difficulties can be expected. A bunion is an inflammation, swelling
and protrusion of the base or side of the great (big) toe. When you attain the specific age you
have a 15% for developing bunion(s) that year. For each an additional year you acquire another
5% chance for developing bunions. If you are meticulous with your foot care the additional
percentage only goes up by 3% each year. The signs and symptoms include an inward-turned
great toe that may overlap the second-and sometimes the third toe. There is thickened skin over
the bony protrusion at the base of the great toe. Fluid accumulates under the thickened skin and
foot pain/stiffness results. The Game Master will determine how many, where, when, how they
develop on the player character. When bunions develop they will cause the player character a
minus one for all rolls because of the nagging pain. Diagnosis and treatment can be made by any
medical personnel by beating an 3D6 odds roll. You must roll for each bunion that is discovered.
Bunions will never become worse, they are just a nuance.
Chronic bronchitis is the chronic inflammation and degeneration of the bronchial tubes, with or
without active infection. Sputum is coughed up everyday, which is caused by repeated irritation or
infection in the bronchial tubes that makes them thicken, narrow and lose their elasticity.
Underlying irritants include allergens (if you have an allergy to something that is airborne you
have a 20% of developing this condition), and tobacco smoke (if you are constantly around this
you have a 15% of developing this condition). The Game Master will determine when and if you
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Eye Infections
One cause of eye infection is caused by a virus called acute conjunctivitis, commonly known as
pinkeye. This bug infects the mucous membrane lining of the eyelids and the white part of the
eye. Pinkeye is very contagious so if you come into contact with a infected person you have a
65% chance of contracting the infection too. The signs and symptoms that infection has taken
place is that the eye tears and becomes red, itchy, and inflamed. There is no incubation period.
These conditions affects you by a minus one to all skill rolls. Diagnosis of the disease can be
successful if medical personal can beat easy odds. Then treatment can be obtained by any medic
or doctor that can beat easy odds. To help avoid other occurrences stay away from people that
have pinkeye.
Trachoma also affects your eyes. It is very contagious so the same conditions of pinkeye apply
here. If this disease is not diagnosed and treated blindness is the result. Trachoma is the result
from infection of the trachoma virus that is easily transferred via direct contact of infected objects.
The incubation period is three days. Signs and symptoms include swelling of the eyelids,
bloodshot eye, and photophobia. The eyelids droop, become painfully inflamed and itch. In an
additional during the three days the upper eyelids become marked with tiny cavities, which in a
few more days become granular and scarred. The cornea becomes ulcerated and overgrown with
scar tissue, which reduces and obstructs vision. Permanent scar tissue is the result on the inner
eyelids. These conditions cause you to have a minus three to all sight related skill rolls until
treatment is obtained. Diagnosis is successful if doctor beats average odds. Treatment can only
be obtained in a clinic/hospital. Medical personnel must beat difficult odds. Blindness is the result
if no treatment is obtained in D6 days after signs and symptoms have occurred and the patient
will the fail all sight related rolls. To help avoid infection by trachoma you must be concerned with
self-cleanliness. If you don't take care of yourself, you have a 60% of contraction.
Glaucoma is another disease that infects your eyes. This disease can also cause blindness if not
treated. Blindness is the result because there is extra pressure inside the eye that affects the
optic nerve. This disease is not contagious. The signs and symptoms of this disease are absent
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Foodborne Disease
The worst foodborne bacteria causes botulism. The signs and symptoms include blurred or
double vision, dry mouth, vomiting, diarrhea, and respiratory distress. The foods most commonly
infected by this bug are those that have been canned, smoked, allowed to stand for a time, and
then eaten without cooking or without sufficient cooking. The initial effects are a minus two to all
rolls for two hours after consumption. After twenty hours you receive a minus four to all rolls.
Diagnosis is successful when a medical doctor beats a difficult odds roll. If you haven't received
some stabilizing treatment within twenty-four hours of contact you begin to feel your appendages
start tightening up, causing one damage to that appendage. Roll on the body chart located on
your character sheet. If you hit your heart you will have a heart attack and suffer a permanent
minus 2 to moves, strength, and resiliency. If you hit your head you will have a stroke and suffer a
permanent -D6 to all skill rolls. The treatment available can only be conducted by a medical
doctor. S/he must beat improbable odds for treatment to be successful, which means you only
suffer a minus five to all rolls for 6 months. If treatment is not successful, your new-found inability
is permanent.
The next food borne disease you can come into contract with is a staphylococcal bug. The most
common foods involved are salads, bakery products containing cream or custard, creamed
potatoes, canned or potted meat or fish, meat pies, and pressed beef like hamburger. Signs and
symptoms are sudden and violent (within two hours of eating the food item) with nausea,
vomiting, diarrhea, and fever. This causes you to have a minus four to all physical related rolls for
one week. There are no treatments. Infection must run its course.
The poliomyelitis virus can be contracted via infected food or you can inhale the virus like the cold
virus. The time required for the disease to establish itself is three days. After that the disease
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Milkborne Disease
A disease that can contract from drinking tainted milk is Brucellosis. The signs and symptoms of
this infection are a high fever (101 to 104 degrees), muscular stiffness, gastric problems, and
neurological problems. These conditions cause a minus two to all rolls and a minus D6 physical
related rolls. These conditions result for D6 month(s). No other treatment is available.
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APPENDIX ONE
Reference Materials
A list of available reference materials on radiation physics, nuclear war, survival skills, and other
topics related to deadEarth follows. This list is an ongoing effort; please feel free to contact us
with any additions you think are appropriate.
"The Physics of Radiology," 4th Ed. 1983, by Harold E. Johns and John R. Cunningham
"The Physics of Radiation Therapy," 2nd Ed. 1994, by Faiz M. Khan
"Introduction to Radiological Physics and Radiation Dosimetry," 1986, by Frank H. Attix
Medical Physics
International Journal of Radiation Oncology, Biology, and Physics
Radiology
Nuclear war
These books on nuclear war may be available through amazon.com. Some are out of print.
Environmental effects
Biological effects
"Effects of Nuclear War on Health and Health Services," 2nd Ed. 1987
"Medical Effects of Nuclear War," 1991
"The Medical Implications of Nuclear War," 1986
"Nuclear Weapons and Nuclear War : A Source Book for Health Professionals"
"Radiological Effect of Nuclear War," (British Journal of Radiology 1983)
"Psychological Aspects of Nuclear War," by James A. Thompson
"The Human Cost of Nuclear War"
Survival skills
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Others
Internet resources
Visit the deadEarth web site and from the menu choose site > link directory.
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APPENDIX TWO
Conversion Tables
Its weird, but I know the metric measurement system almost as well as I know the
Imperial/United States system of measurement, but when it came time to write deadEarth, for
some reason I went with the Imperial/United States system of measurement. To help the rest of
the world cope with my idiocy, Ive included a series conversion tables. These should more than
cover your needs for playing deadEarth.
Length
US/imp >> Metric
1 Inch (US)
25.40005 mm
1 mm
0.03937 in (US)
1 Inch (imp)
25.39996 mm
1 mm
0.03937 in (imp)
1 Foot (US)
0.3048006 m
1m
3.28083 ft (US)
1 Foot (imp)
0.3047995 m
1m
3.28083 ft (imp)
1 Yard (US)
0.9144018 m
1m
1.093611 yd (US)
1 Yard (imp)
0.9143984 m
1m
1.093611 yd (imp)
1 Mile (US)
1.609347 km
1 km
0.6213699 mi (US)
1 Mile (imp)
1.609341 km
1 km
0.6213724 mi (imp)
1.853181 km
1 km
Area
US/imp >> Metric
1 Acre (US)
0.4046873 ha
1 ha
1 Acre (imp)
0.4046842 ha
1 ha
6.451626 cm
1 cm
6.451578 cm
1 cm
0.09290341 m
1m
0.09290272 m
1m
0.8361307 m
1m
0.8361245 m
1m
2.589998 km
1 km
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2.589979 km
1 km
Volume
US/imp >> Metric
16.38670 ml
1 ml
16.38698 ml
1 ml
28.31702 l
1l
28.31670 l
1l
0.7645594 m
1m
0.7645509 m
1m
1 Bushel (US)
35.23829 l
1l
0.0283782 bu (US)
1 Bushel (imp)
36.36770 l
1l
0.02749692 bu (imp)
1 Gallon (US)
3.785329 l
1l
1 Gallon (imp)
4.545963 l
1l
0.2731661 l
1l
1 Pint (imp)
0.5682454 l
1l
1.759803 pt (imp)
Mass
US/imp >> Metric
1Grain (US)
64.79892 mg
1 mg
0.01543236 gr (US)
1Grain (imp)
64.79892 mg
1 mg
0.01543236 gr (imp)
1Ounce (US)
28.34953 g
1g
1Ounce (imp)
28.34953 g
1g
1Pound (US)
0.4535924 kg
1 kg
1Pound (imp)
0.4535924 kg
1 kg
1Short hundredweight
(US)
45.35924 kg
1 kg
1Cental (imp)
45.35924 kg
1 kg
1.016047 t
1t
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1.016047 t
1t
0.9842064 tn (imp)
Pressure
>>>>
>>>>
68.94758 mb
1 mb
100 Nm
1 mb
-2
1 Nm
0.01450377 lb in
-2
-2
0.01 mb
Energy
>>>>
>>>>
0.25225 kcal15
1 kcal15
3.9643 BTUmean
1 cal15
4.1855 J
1J
0.23892 cal15
1 MJ
0.27 kWh
1 kWh
3.6 MJ
1 Horsepower
0.7354988 kW
1 kW
1.359622 HP
Heat Capacity
>>>>
>>>>
o
1.00065 cal/g C
1cal/g C
0.99935 BTU/lb F
4186.8 J/kg*K(Kelvin)
1 J/g*K
0.2388 BTU/lb F
1 BTU/lb F
1 BTU/lb F
Miscellaneous
>>>>
>>>>
17.118424 ppm
1 ppm
0.05841659 gr/gal
11.9828968 %
1%
0.083452274 lb/gal
0.070306685 kg/cm
1 kg/cm
14.22337 lb/in
Temperature
Kelvin
Celcius
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Fahrenheit
Reaumur
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32
283.15
10
50
293.15
20
68
16
303.15
30
86
24
313.15
40
104
32
323.15
50
122
40
333.15
60
140
48
343.15
70
158
56
353.15
80
176
64
363.15
90
194
72
373.15
100
212
80
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meter
cubic meter
meter per second
meter per second squared
kilogram per cubic meter
ampere per square meter
ampere per meter
cubic meter per kilogram
candela per square meter
m2
m3
m/s
m/s2
kg/m3
A/m2
A/m
m3/kg
cd/m2
Derived Units assigned special names (Units derived from SI base and supplementary units):
Frequency
Force
Pressure/stress
Energy/work/quantity of heat
Power
Quantity of electricity
Electric potential
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hertz
newton
pascal
joule
watt
coulomb
volt
Hz
N
Pa
J
W
C
V
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1/s
kgm/s2
N/m2
Nm
J/s
As
W/A
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farad
ohm
siemens
weber
tesla
henry
lumen
lux
becquerel
gray
sievert
F
W
S
Wb
T
H
lm
lx
Bq
Gy
Sv
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G/V
V/A
A/V
Vs
Wb/m2
Wb/A
cdsr
lm/m2
1/s
J/kg
J/kg